diff --git a/.gitattributes b/.gitattributes index e3c58cc52b4..f5c128c2908 100644 --- a/.gitattributes +++ b/.gitattributes @@ -1,3 +1,5 @@ +* text=auto + # Unity assets are always serialized using lf endings LightingData.asset binary *.unitypackage filter=lfs diff=lfs merge=lfs -text diff --git a/.github/CODEOWNERS b/.github/CODEOWNERS index 539b7648bd9..cde9c5d1174 100644 --- a/.github/CODEOWNERS +++ b/.github/CODEOWNERS @@ -15,6 +15,7 @@ # Test systems /.yamato/ @Unity-Technologies/gfx-sdets /katana-ci/ @Unity-Technologies/gfx-sdets +/Tools/ @Unity-Technologies/gfx-sdets /com.unity.testframework.graphics/ @Unity-Technologies/gfx-sdets # LWRP (Legacy) diff --git a/.github/PULL_REQUEST_TEMPLATE.md b/.github/PULL_REQUEST_TEMPLATE.md index 415e29631f2..2c36b35cf15 100644 --- a/.github/PULL_REQUEST_TEMPLATE.md +++ b/.github/PULL_REQUEST_TEMPLATE.md @@ -1,4 +1,11 @@ -**DONT FORGET TO ADD A CHANGELOG** +# **Please read;** +## **PR Workflow for the Graphics repository:** +* **All PRs must be opened as draft initially** +* Reviewers can be added while the PR is still in draft +* The PR can be marked as “Ready for Review” once the reviewers have confirmed that **no more changes are needed** +* Tests will start automatically after the PR is marked as “Ready for Review” +* **Do not use [skip ci]** - this can break some of our tooling +* Read the [Graphics repository & Yamato FAQ](http://go/graphics-yamato-faq). ### Checklist for PR maker - [ ] Have you added a backport label (if needed)? For example, the `need-backport-2019.3` label. After you backport the PR, the label changes to `backported-2019.3`. @@ -25,7 +32,7 @@ Why is this PR needed, what hard problem is it solving/fixing? **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-ScriptableRenderPipeline +https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics Any test projects to go with this to help reviewers? diff --git a/.github/workflows/draft.yml b/.github/workflows/draft.yml new file mode 100644 index 00000000000..43813fff6bd --- /dev/null +++ b/.github/workflows/draft.yml @@ -0,0 +1,20 @@ +name: Draft reminder + +on: + pull_request: + types: [opened] + +jobs: + draft_reminder: + runs-on: ubuntu-latest + if: github.event.pull_request.draft == false && github.event.pull_request.ready_for_review == false + steps: + - uses: thollander/actions-comment-pull-request@1.0.0 + with: + GITHUB_TOKEN: ${{ secrets.GITHUB_TOKEN }} + message: | + It appears that you made a non-draft PR! + Please convert your PR to draft (button on the right side of the page) + and cancel any jobs that started on Yamato. + See the PR template for more information. + Thank you! \ No newline at end of file diff --git a/.github/workflows/labeler.yml b/.github/workflows/labeler.yml index 5b0ecc388e8..cee0d7e93ee 100644 --- a/.github/workflows/labeler.yml +++ b/.github/workflows/labeler.yml @@ -7,7 +7,6 @@ jobs: label: runs-on: ubuntu-latest - if: github.event.pull_request.draft == false steps: - uses: actions/labeler@v2 with: diff --git a/.gitignore b/.gitignore index f43ece6f185..d59e6fddc72 100644 --- a/.gitignore +++ b/.gitignore @@ -30,9 +30,12 @@ *.sublime-workspace *.suo *.userprefs +*.log .npmrc ShaderGraph/DebugOutput.meta ShaderGraph/DebugOutput/** ShaderGraph/Testing/IntegrationTests/.Failed TestProjects/*/ProjectSettings/ProjectVersion.txt +TestProjects/VisualEffectGraph_HDRP/GraphViz/ +node_modules diff --git a/.yamato/_abv.yml b/.yamato/_abv.yml new file mode 100644 index 00000000000..e11c0a8c536 --- /dev/null +++ b/.yamato/_abv.yml @@ -0,0 +1,350 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +smoke_test_Standalone_2020.1: + name: SRP Smoke Test - Standalone_2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=playmode --platform=StandaloneWindows64 --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + artifacts: + logs: + paths: + - "**/test-results/**" +smoke_test_playmode_2020.1: + name: SRP Smoke Test - playmode_2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + artifacts: + logs: + paths: + - "**/test-results/**" +smoke_test_editmode_2020.1: + name: SRP Smoke Test - editmode_2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + artifacts: + logs: + paths: + - "**/test-results/**" +all_smoke_tests_2020.1: + name: All Smoke Tests - 2020.1 + dependencies: + - path: .yamato/_abv.yml#smoke_test_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/_abv.yml#smoke_test_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/_abv.yml#smoke_test_editmode_2020.1 + rerun: on-new-revision +all_project_ci_2020.1: + name: _ABV for SRP repository - 2020.1 + dependencies: + - path: .yamato/_projectcontext.yml#all_package_ci_project_2020.1 + rerun: on-new-revision + - path: .yamato/all-universal.yml#All_Universal_2020.1 + rerun: on-new-revision + - path: .yamato/all-shadergraph.yml#All_ShaderGraph_2020.1 + rerun: on-new-revision + - path: .yamato/all-hdrp.yml#All_HDRP_2020.1 + rerun: on-new-revision + - path: .yamato/all-vfx_hdrp.yml#All_VFX_HDRP_2020.1 + rerun: on-new-revision + - path: .yamato/all-vfx_urp.yml#All_VFX_URP_2020.1 + rerun: on-new-revision +all_project_ci_nightly_2020.1: + name: _Nightly ABV against 2020.1 + dependencies: + - path: .yamato/_abv.yml#all_project_ci_2020.1 + rerun: on-new-revision + - path: .yamato/_abv.yml#smoke_test_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/_abv.yml#smoke_test_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/_abv.yml#smoke_test_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/universal-android-opengles3.yml#Universal_Android_OpenGLES3_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/universal-android-vulkan.yml#Universal_Android_Vulkan_Standalone_2020.1 + rerun: on-new-revision + triggers: + recurring: + - branch: 8.x.x/release + frequency: 0 * * ? +trunk_verification_2020.1: + name: Trunk verification - 2020.1 + dependencies: + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_2020.1 + rerun: on-new-revision +smoke_test_Standalone_fast-2020.1: + name: SRP Smoke Test - Standalone_fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=playmode --platform=StandaloneWindows64 --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + artifacts: + logs: + paths: + - "**/test-results/**" +smoke_test_playmode_fast-2020.1: + name: SRP Smoke Test - playmode_fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + artifacts: + logs: + paths: + - "**/test-results/**" +smoke_test_editmode_fast-2020.1: + name: SRP Smoke Test - editmode_fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + artifacts: + logs: + paths: + - "**/test-results/**" +all_smoke_tests_fast-2020.1: + name: All Smoke Tests - fast-2020.1 + dependencies: + - path: .yamato/_abv.yml#smoke_test_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/_abv.yml#smoke_test_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/_abv.yml#smoke_test_editmode_fast-2020.1 + rerun: on-new-revision +all_project_ci_fast-2020.1: + name: _ABV for SRP repository - fast-2020.1 + dependencies: + - path: .yamato/_projectcontext.yml#all_package_ci_project_fast-2020.1 + rerun: on-new-revision + - path: .yamato/all-universal.yml#All_Universal_fast-2020.1 + rerun: on-new-revision + - path: .yamato/all-shadergraph.yml#All_ShaderGraph_fast-2020.1 + rerun: on-new-revision + - path: .yamato/all-hdrp.yml#All_HDRP_fast-2020.1 + rerun: on-new-revision + - path: .yamato/all-vfx_hdrp.yml#All_VFX_HDRP_fast-2020.1 + rerun: on-new-revision + - path: .yamato/all-vfx_urp.yml#All_VFX_URP_fast-2020.1 + rerun: on-new-revision + triggers: + expression: pull_request.target eq "8.x.x/release" AND NOT pull_request.draft AND NOT pull_request.push.changes.all match ["**/*.md", "doc/**/*", "**/Documentation*/**/*", ".github/**/*", "Tools/**/*"] +trunk_verification_fast-2020.1: + name: Trunk verification - fast-2020.1 + dependencies: + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision +smoke_test_Standalone_CUSTOM-REVISION: + name: SRP Smoke Test - Standalone_CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=playmode --platform=StandaloneWindows64 --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + artifacts: + logs: + paths: + - "**/test-results/**" +smoke_test_playmode_CUSTOM-REVISION: + name: SRP Smoke Test - playmode_CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + artifacts: + logs: + paths: + - "**/test-results/**" +smoke_test_editmode_CUSTOM-REVISION: + name: SRP Smoke Test - editmode_CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/SRP_SmokeTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/SRP_SmokeTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor --wait --published-only + - cd TestProjects/SRP_SmokeTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + artifacts: + logs: + paths: + - "**/test-results/**" +all_smoke_tests_CUSTOM-REVISION: + name: All Smoke Tests - CUSTOM-REVISION + dependencies: + - path: .yamato/_abv.yml#smoke_test_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/_abv.yml#smoke_test_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/_abv.yml#smoke_test_editmode_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set +all_project_ci_CUSTOM-REVISION: + name: _ABV for SRP repository - CUSTOM-REVISION + dependencies: + - path: .yamato/_projectcontext.yml#all_package_ci_project_CUSTOM-REVISION + rerun: always + - path: .yamato/all-universal.yml#All_Universal_CUSTOM-REVISION + rerun: always + - path: .yamato/all-shadergraph.yml#All_ShaderGraph_CUSTOM-REVISION + rerun: always + - path: .yamato/all-hdrp.yml#All_HDRP_CUSTOM-REVISION + rerun: always + - path: .yamato/all-vfx_hdrp.yml#All_VFX_HDRP_CUSTOM-REVISION + rerun: always + - path: .yamato/all-vfx_urp.yml#All_VFX_URP_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set +trunk_verification_CUSTOM-REVISION: + name: Trunk verification - CUSTOM-REVISION + dependencies: + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/_editor.yml b/.yamato/_editor.yml new file mode 100644 index 00000000000..7a3b95cea47 --- /dev/null +++ b/.yamato/_editor.yml @@ -0,0 +1,280 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +editor:priming:2020.1:macos: + name: '[2020.1,macos] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 -o macos --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:fast-2020.1:macos: + name: '[fast-2020.1,macos] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 --fast -o macos --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:CUSTOM-REVISION:macos: + name: '[CUSTOM-REVISION,macos] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u $CUSTOM_REVISION -o macos --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:2020.1:android: + name: '[2020.1,android] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 -o windows --wait --skip-download -c editor -c il2cpp -c android > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:fast-2020.1:android: + name: '[fast-2020.1,android] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 --fast -o windows --wait --skip-download -c editor -c il2cpp -c android > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:CUSTOM-REVISION:android: + name: '[CUSTOM-REVISION,android] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u $CUSTOM_REVISION -o windows --wait --skip-download -c editor -c il2cpp -c android > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:2020.1:windows: + name: '[2020.1,windows] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 -o windows --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:fast-2020.1:windows: + name: '[fast-2020.1,windows] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 --fast -o windows --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:CUSTOM-REVISION:windows: + name: '[CUSTOM-REVISION,windows] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u $CUSTOM_REVISION -o windows --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:2020.1:linux: + name: '[2020.1,linux] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 -o linux --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:fast-2020.1:linux: + name: '[fast-2020.1,linux] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 --fast -o linux --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:CUSTOM-REVISION:linux: + name: '[CUSTOM-REVISION,linux] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u $CUSTOM_REVISION -o linux --wait --skip-download -c editor -c il2cpp > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:2020.1:ios: + name: '[2020.1,ios] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 -o macos --wait --skip-download -c editor -c iOS > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:fast-2020.1:ios: + name: '[fast-2020.1,ios] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u 2020.1 --fast -o macos --wait --skip-download -c editor -c iOS > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" +editor:priming:CUSTOM-REVISION:ios: + name: '[CUSTOM-REVISION,ios] Editor priming' + agent: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + skip_checkout: true + variables: + PATH: /home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin + DISPLAY: ":0" + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + commands: + - pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli -u $CUSTOM_REVISION -o macos --wait --skip-download -c editor -c iOS > unity_revision.txt + artifacts: + unity_revision.zip: + paths: + - "unity_revision.txt" diff --git a/.yamato/_packages.yml b/.yamato/_packages.yml new file mode 100644 index 00000000000..afe0ab42339 --- /dev/null +++ b/.yamato/_packages.yml @@ -0,0 +1,2477 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +pack_core: + name: Pack Core + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - mkdir packages_temp\core + - upm-ci package pack --package-path com.unity.render-pipelines.core --artifacts-path packages_temp/core + artifacts: + packages: + paths: + - "packages_temp/core/upm-ci~/packages/**/*" +publish_core: + name: Publish Core + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#test_core_windows_2020.1 + - .yamato/_packages.yml#test_core_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\core\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.core + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_core_dry: + name: Publish Core [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#test_core_windows_2020.1 + - .yamato/_packages.yml#test_core_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\core\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.core --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +pack_lwrp: + name: Pack Lightweight + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - mkdir packages_temp\lwrp + - upm-ci package pack --package-path com.unity.render-pipelines.lightweight --artifacts-path packages_temp/lwrp + artifacts: + packages: + paths: + - "packages_temp/lwrp/upm-ci~/packages/**/*" +publish_lwrp: + name: Publish Lightweight + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_lwrp + - .yamato/_packages.yml#test_lwrp_windows_2020.1 + - .yamato/_packages.yml#test_lwrp_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.lightweight + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_lwrp_dry: + name: Publish Lightweight [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_lwrp + - .yamato/_packages.yml#test_lwrp_windows_2020.1 + - .yamato/_packages.yml#test_lwrp_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.lightweight --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +pack_shadergraph: + name: Pack ShaderGraph + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - mkdir packages_temp\shadergraph + - upm-ci package pack --package-path com.unity.shadergraph --artifacts-path packages_temp/shadergraph + artifacts: + packages: + paths: + - "packages_temp/shadergraph/upm-ci~/packages/**/*" +publish_shadergraph: + name: Publish ShaderGraph + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#test_shadergraph_windows_2020.1 + - .yamato/_packages.yml#test_shadergraph_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.shadergraph + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_shadergraph_dry: + name: Publish ShaderGraph [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#test_shadergraph_windows_2020.1 + - .yamato/_packages.yml#test_shadergraph_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.shadergraph --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +pack_hdrp: + name: Pack HDRP + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - mkdir packages_temp\hdrp + - upm-ci package pack --package-path com.unity.render-pipelines.high-definition --artifacts-path packages_temp/hdrp + artifacts: + packages: + paths: + - "packages_temp/hdrp/upm-ci~/packages/**/*" +publish_hdrp: + name: Publish HDRP + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_hdrp + - .yamato/_packages.yml#test_hdrp_windows_2020.1 + - .yamato/_packages.yml#test_hdrp_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_hdrp_dry: + name: Publish HDRP [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_hdrp + - .yamato/_packages.yml#test_hdrp_windows_2020.1 + - .yamato/_packages.yml#test_hdrp_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +pack_universal: + name: Pack Universal + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - mkdir packages_temp\universal + - upm-ci package pack --package-path com.unity.render-pipelines.universal --artifacts-path packages_temp/universal + artifacts: + packages: + paths: + - "packages_temp/universal/upm-ci~/packages/**/*" +publish_universal: + name: Publish Universal + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#test_universal_windows_2020.1 + - .yamato/_packages.yml#test_universal_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.universal + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_universal_dry: + name: Publish Universal [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#test_universal_windows_2020.1 + - .yamato/_packages.yml#test_universal_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.universal --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +pack_vfx: + name: Pack VFX + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - mkdir packages_temp\vfx + - upm-ci package pack --package-path com.unity.visualeffectgraph --artifacts-path packages_temp/vfx + artifacts: + packages: + paths: + - "packages_temp/vfx/upm-ci~/packages/**/*" +publish_vfx: + name: Publish VFX + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#test_vfx_windows_2020.1 + - .yamato/_packages.yml#test_vfx_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.visualeffectgraph + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_vfx_dry: + name: Publish VFX [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#test_vfx_windows_2020.1 + - .yamato/_packages.yml#test_vfx_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.visualeffectgraph --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +pack_config: + name: Pack Config + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - mkdir packages_temp\config + - upm-ci package pack --package-path com.unity.render-pipelines.high-definition-config --artifacts-path packages_temp/config + artifacts: + packages: + paths: + - "packages_temp/config/upm-ci~/packages/**/*" +publish_config: + name: Publish Config + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#test_config_windows_2020.1 + - .yamato/_packages.yml#test_config_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition-config + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_config_dry: + name: Publish Config [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#test_config_windows_2020.1 + - .yamato/_packages.yml#test_config_macos_2020.1 + commands: + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\* upm-ci~\packages + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition-config --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +test_core_windows_2020.1: + name: Test Core Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\core\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_windows_2020.1_dependencies: + name: Test Core Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#test_core_windows_2020.1 + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_windows_2020.1: + name: Test Lightweight Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_windows_2020.1_dependencies: + name: Test Lightweight Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#test_lwrp_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_windows_2020.1: + name: Test ShaderGraph Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_windows_2020.1_dependencies: + name: Test ShaderGraph Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#test_shadergraph_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_windows_2020.1: + name: Test HDRP Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_windows_2020.1_dependencies: + name: Test HDRP Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#test_hdrp_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_windows_2020.1: + name: Test Universal Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_windows_2020.1_dependencies: + name: Test Universal Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#test_universal_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_windows_2020.1: + name: Test VFX Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_windows_2020.1_dependencies: + name: Test VFX Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#test_vfx_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_windows_2020.1: + name: Test Config Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_windows_2020.1_dependencies: + name: Test Config Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#test_config_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_macos_2020.1: + name: Test Core OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/core/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_macos_2020.1_dependencies: + name: Test Core OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#test_core_macos_2020.1 + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_macos_2020.1: + name: Test Lightweight OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/lwrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_macos_2020.1_dependencies: + name: Test Lightweight OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#test_lwrp_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/lwrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_macos_2020.1: + name: Test ShaderGraph OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/shadergraph/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_macos_2020.1_dependencies: + name: Test ShaderGraph OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#test_shadergraph_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/shadergraph/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_macos_2020.1: + name: Test HDRP OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/hdrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_macos_2020.1_dependencies: + name: Test HDRP OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#test_hdrp_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/hdrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_macos_2020.1: + name: Test Universal OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/universal/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_macos_2020.1_dependencies: + name: Test Universal OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#test_universal_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/universal/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_macos_2020.1: + name: Test VFX OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/vfx/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_macos_2020.1_dependencies: + name: Test VFX OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#test_vfx_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/vfx/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_macos_2020.1: + name: Test Config OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/config/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_macos_2020.1_dependencies: + name: Test Config OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#test_config_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/config/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_windows_fast-2020.1: + name: Test Core Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\core\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_windows_fast-2020.1_dependencies: + name: Test Core Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#test_core_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_windows_fast-2020.1: + name: Test Lightweight Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_windows_fast-2020.1_dependencies: + name: Test Lightweight Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#test_lwrp_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_windows_fast-2020.1: + name: Test ShaderGraph Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_windows_fast-2020.1_dependencies: + name: Test ShaderGraph Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#test_shadergraph_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_windows_fast-2020.1: + name: Test HDRP Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_windows_fast-2020.1_dependencies: + name: Test HDRP Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#test_hdrp_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_windows_fast-2020.1: + name: Test Universal Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_windows_fast-2020.1_dependencies: + name: Test Universal Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#test_universal_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_windows_fast-2020.1: + name: Test VFX Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_windows_fast-2020.1_dependencies: + name: Test VFX Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#test_vfx_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_windows_fast-2020.1: + name: Test Config Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_windows_fast-2020.1_dependencies: + name: Test Config Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#test_config_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_macos_fast-2020.1: + name: Test Core OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/core/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_macos_fast-2020.1_dependencies: + name: Test Core OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#test_core_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_macos_fast-2020.1: + name: Test Lightweight OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/lwrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_macos_fast-2020.1_dependencies: + name: Test Lightweight OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#test_lwrp_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/lwrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_macos_fast-2020.1: + name: Test ShaderGraph OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/shadergraph/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_macos_fast-2020.1_dependencies: + name: Test ShaderGraph OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#test_shadergraph_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/shadergraph/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_macos_fast-2020.1: + name: Test HDRP OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/hdrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_macos_fast-2020.1_dependencies: + name: Test HDRP OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#test_hdrp_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/hdrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_macos_fast-2020.1: + name: Test Universal OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/universal/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_macos_fast-2020.1_dependencies: + name: Test Universal OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#test_universal_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/universal/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_macos_fast-2020.1: + name: Test VFX OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/vfx/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_macos_fast-2020.1_dependencies: + name: Test VFX OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#test_vfx_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/vfx/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_macos_fast-2020.1: + name: Test Config OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/config/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_macos_fast-2020.1_dependencies: + name: Test Config OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#test_config_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/config/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_windows_CUSTOM-REVISION: + name: Test Core Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\core\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_windows_CUSTOM-REVISION_dependencies: + name: Test Core Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#test_core_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_windows_CUSTOM-REVISION: + name: Test Lightweight Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_windows_CUSTOM-REVISION_dependencies: + name: Test Lightweight Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#test_lwrp_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\lwrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_windows_CUSTOM-REVISION: + name: Test ShaderGraph Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_windows_CUSTOM-REVISION_dependencies: + name: Test ShaderGraph Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#test_shadergraph_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\shadergraph\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_windows_CUSTOM-REVISION: + name: Test HDRP Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_windows_CUSTOM-REVISION_dependencies: + name: Test HDRP Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#test_hdrp_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\hdrp\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_windows_CUSTOM-REVISION: + name: Test Universal Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_windows_CUSTOM-REVISION_dependencies: + name: Test Universal Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#test_universal_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\universal\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_windows_CUSTOM-REVISION: + name: Test VFX Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_windows_CUSTOM-REVISION_dependencies: + name: Test VFX Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#test_vfx_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\vfx\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_windows_CUSTOM-REVISION: + name: Test Config Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_windows_CUSTOM-REVISION_dependencies: + name: Test Config Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#test_config_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~\packages + - copy packages_temp\config\upm-ci~\packages\packages.json upm-ci~\packages + - for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci package test -u .\.Editor --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_macos_CUSTOM-REVISION: + name: Test Core OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/core/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_core_macos_CUSTOM-REVISION_dependencies: + name: Test Core OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#test_core_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.core + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_macos_CUSTOM-REVISION: + name: Test Lightweight OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/lwrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_lwrp_macos_CUSTOM-REVISION_dependencies: + name: Test Lightweight OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#test_lwrp_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + - .yamato/_packages.yml#pack_lwrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/lwrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.lightweight + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_macos_CUSTOM-REVISION: + name: Test ShaderGraph OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/shadergraph/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_shadergraph_macos_CUSTOM-REVISION_dependencies: + name: Test ShaderGraph OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#test_shadergraph_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/shadergraph/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.shadergraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_macos_CUSTOM-REVISION: + name: Test HDRP OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/hdrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_macos_CUSTOM-REVISION_dependencies: + name: Test HDRP OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#test_hdrp_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/hdrp/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_macos_CUSTOM-REVISION: + name: Test Universal OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/universal/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_macos_CUSTOM-REVISION_dependencies: + name: Test Universal OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#test_universal_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/universal/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_macos_CUSTOM-REVISION: + name: Test VFX OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/vfx/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_vfx_macos_CUSTOM-REVISION_dependencies: + name: Test VFX OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#test_vfx_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/vfx/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.visualeffectgraph + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_macos_CUSTOM-REVISION: + name: Test Config OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/config/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +test_config_macos_CUSTOM-REVISION_dependencies: + name: Test Config OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#test_config_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_config + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - mkdir upm-ci~ && mkdir upm-ci~/packages + - cp packages_temp/config/upm-ci~/packages/packages.json upm-ci~/packages + - cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci package test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --package-path com.unity.render-pipelines.high-definition-config + artifacts: + logs: + paths: + - "**/test-results/**" +all_package_ci_2020.1: + name: Pack and test all packages - 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#test_core_windows_2020.1 + - .yamato/_packages.yml#test_lwrp_windows_2020.1 + - .yamato/_packages.yml#test_shadergraph_windows_2020.1 + - .yamato/_packages.yml#test_hdrp_windows_2020.1 + - .yamato/_packages.yml#test_universal_windows_2020.1 + - .yamato/_packages.yml#test_vfx_windows_2020.1 + - .yamato/_packages.yml#test_config_windows_2020.1 + - .yamato/_packages.yml#test_core_macos_2020.1 + - .yamato/_packages.yml#test_lwrp_macos_2020.1 + - .yamato/_packages.yml#test_shadergraph_macos_2020.1 + - .yamato/_packages.yml#test_hdrp_macos_2020.1 + - .yamato/_packages.yml#test_universal_macos_2020.1 + - .yamato/_packages.yml#test_vfx_macos_2020.1 + - .yamato/_packages.yml#test_config_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d +all_package_ci_fast-2020.1: + name: Pack and test all packages - fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#test_core_windows_fast-2020.1 + - .yamato/_packages.yml#test_lwrp_windows_fast-2020.1 + - .yamato/_packages.yml#test_shadergraph_windows_fast-2020.1 + - .yamato/_packages.yml#test_hdrp_windows_fast-2020.1 + - .yamato/_packages.yml#test_universal_windows_fast-2020.1 + - .yamato/_packages.yml#test_vfx_windows_fast-2020.1 + - .yamato/_packages.yml#test_config_windows_fast-2020.1 + - .yamato/_packages.yml#test_core_macos_fast-2020.1 + - .yamato/_packages.yml#test_lwrp_macos_fast-2020.1 + - .yamato/_packages.yml#test_shadergraph_macos_fast-2020.1 + - .yamato/_packages.yml#test_hdrp_macos_fast-2020.1 + - .yamato/_packages.yml#test_universal_macos_fast-2020.1 + - .yamato/_packages.yml#test_vfx_macos_fast-2020.1 + - .yamato/_packages.yml#test_config_macos_fast-2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d +all_package_ci_CUSTOM-REVISION: + name: Pack and test all packages - CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#test_core_windows_CUSTOM-REVISION + - .yamato/_packages.yml#test_lwrp_windows_CUSTOM-REVISION + - .yamato/_packages.yml#test_shadergraph_windows_CUSTOM-REVISION + - .yamato/_packages.yml#test_hdrp_windows_CUSTOM-REVISION + - .yamato/_packages.yml#test_universal_windows_CUSTOM-REVISION + - .yamato/_packages.yml#test_vfx_windows_CUSTOM-REVISION + - .yamato/_packages.yml#test_config_windows_CUSTOM-REVISION + - .yamato/_packages.yml#test_core_macos_CUSTOM-REVISION + - .yamato/_packages.yml#test_lwrp_macos_CUSTOM-REVISION + - .yamato/_packages.yml#test_shadergraph_macos_CUSTOM-REVISION + - .yamato/_packages.yml#test_hdrp_macos_CUSTOM-REVISION + - .yamato/_packages.yml#test_universal_macos_CUSTOM-REVISION + - .yamato/_packages.yml#test_vfx_macos_CUSTOM-REVISION + - .yamato/_packages.yml#test_config_macos_CUSTOM-REVISION + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d +publish_all: + name: Publish all packages + agent: + type: Unity::VM + image: package-ci/ubuntu:stable + flavor: b1.large + dependencies: + - .yamato/_packages.yml#publish_core + - .yamato/_packages.yml#publish_lwrp + - .yamato/_packages.yml#publish_shadergraph + - .yamato/_packages.yml#publish_hdrp + - .yamato/_packages.yml#publish_universal + - .yamato/_packages.yml#publish_vfx + - .yamato/_packages.yml#publish_config + commands: + - git tag v$(cd com.unity.render-pipelines.core && node -e "console.log(require('./package.json').version)") + - git push origin --tags diff --git a/.yamato/_projectcontext.yml b/.yamato/_projectcontext.yml new file mode 100644 index 00000000000..f6da8bc53a7 --- /dev/null +++ b/.yamato/_projectcontext.yml @@ -0,0 +1,426 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +pack_all_project: + name: Pack all [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci project pack --project-path TestProjects/SRP_SmokeTest + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_core_project: + name: Publish Core [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.core + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_core_project_dry: + name: Publish Core [project context] [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.core --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_lwrp_project: + name: Publish Lightweight [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.lightweight + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_lwrp_project_dry: + name: Publish Lightweight [project context] [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.lightweight --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_shadergraph_project: + name: Publish ShaderGraph [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.shadergraph + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_shadergraph_project_dry: + name: Publish ShaderGraph [project context] [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.shadergraph --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_hdrp_project: + name: Publish HDRP [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_hdrp_project_dry: + name: Publish HDRP [project context] [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_universal_project: + name: Publish Universal [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.universal + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_universal_project_dry: + name: Publish Universal [project context] [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.universal --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_vfx_project: + name: Publish VFX [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.visualeffectgraph + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_vfx_project_dry: + name: Publish VFX [project context] [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.visualeffectgraph --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_config_project: + name: Publish Config [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition-config + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +publish_config_project_dry: + name: Publish Config [project context] [dry run] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#pack_all_project + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package publish --package-path com.unity.render-pipelines.high-definition-config --dry-run + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" +test_all_project_windows_2020.1: + name: Test all packages [project context] Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_projectcontext.yml#pack_all_project + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci project test -u .\.Editor --project-path TestProjects/SRP_SmokeTest --type vetting-tests + artifacts: + logs: + paths: + - "**/test-results/**" +test_all_project_macos_2020.1: + name: Test all packages [project context] OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_projectcontext.yml#pack_all_project + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci project test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path TestProjects/SRP_SmokeTest --type vetting-tests + artifacts: + logs: + paths: + - "**/test-results/**" +test_all_project_windows_fast-2020.1: + name: Test all packages [project context] Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_projectcontext.yml#pack_all_project + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci project test -u .\.Editor --project-path TestProjects/SRP_SmokeTest --type vetting-tests + artifacts: + logs: + paths: + - "**/test-results/**" +test_all_project_macos_fast-2020.1: + name: Test all packages [project context] OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_projectcontext.yml#pack_all_project + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci project test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path TestProjects/SRP_SmokeTest --type vetting-tests + artifacts: + logs: + paths: + - "**/test-results/**" +test_all_project_windows_CUSTOM-REVISION: + name: Test all packages [project context] Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_projectcontext.yml#pack_all_project + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci project test -u .\.Editor --project-path TestProjects/SRP_SmokeTest --type vetting-tests + artifacts: + logs: + paths: + - "**/test-results/**" +test_all_project_macos_CUSTOM-REVISION: + name: Test all packages [project context] OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_projectcontext.yml#pack_all_project + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - upm-ci project test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path TestProjects/SRP_SmokeTest --type vetting-tests + artifacts: + logs: + paths: + - "**/test-results/**" +all_package_ci_project_2020.1: + name: Pack and test all packages - 2020.1 [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#test_all_project_windows_2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d +all_package_ci_project_fast-2020.1: + name: Pack and test all packages - fast-2020.1 [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#test_all_project_windows_fast-2020.1 + - .yamato/_projectcontext.yml#test_all_project_macos_fast-2020.1 + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d + triggers: + expression: pull_request.target eq "8.x.x/release" AND NOT pull_request.draft AND pull_request.push.changes.any match ["**/Documentation*/**/*"] +all_package_ci_project_CUSTOM-REVISION: + name: Pack and test all packages - CUSTOM-REVISION [project context] + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#test_all_project_windows_CUSTOM-REVISION + - .yamato/_projectcontext.yml#test_all_project_macos_CUSTOM-REVISION + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d +publish_all_project: + name: Publish all packages [project context] + agent: + type: Unity::VM + image: package-ci/ubuntu:stable + flavor: b1.large + dependencies: + - .yamato/_projectcontext.yml#publish_core_project + - .yamato/_projectcontext.yml#publish_lwrp_project + - .yamato/_projectcontext.yml#publish_shadergraph_project + - .yamato/_projectcontext.yml#publish_hdrp_project + - .yamato/_projectcontext.yml#publish_universal_project + - .yamato/_projectcontext.yml#publish_vfx_project + - .yamato/_projectcontext.yml#publish_config_project + commands: + - git tag v$(cd com.unity.render-pipelines.core && node -e "console.log(require('./package.json').version)") + - git push origin --tags + triggers: + recurring: + - branch: 8.x.x/release + frequency: daily diff --git a/.yamato/_templates.yml b/.yamato/_templates.yml new file mode 100644 index 00000000000..93674baee0e --- /dev/null +++ b/.yamato/_templates.yml @@ -0,0 +1,630 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +pack_hdrp_template: + name: Pack HDRP Template + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci template pack --project-path com.unity.template-hd + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" + - "upm-ci~/templates/**/*" +pack_universal_template: + name: Pack Universal Template + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci template pack --project-path com.unity.template-universal + artifacts: + packages: + paths: + - "upm-ci~/packages/**/*" + - "upm-ci~/templates/**/*" +test_hdrp_template_windows_2020.1: + name: Test HDRP Template Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_windows_2020.1_dependencies: + name: Test HDRP Template Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_templates.yml#test_hdrp_template_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --type updated-dependencies-tests --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_windows_2020.1: + name: Test Universal Template Win 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_windows_2020.1_dependencies: + name: Test Universal Template Win 2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:windows + - .yamato/_templates.yml#test_universal_template_windows_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --type updated-dependencies-tests --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_macos_2020.1: + name: Test HDRP Template OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_macos_2020.1_dependencies: + name: Test HDRP Template OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_templates.yml#test_hdrp_template_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_macos_2020.1: + name: Test Universal Template OSX 2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_macos_2020.1_dependencies: + name: Test Universal Template OSX 2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:2020.1:macos + - .yamato/_templates.yml#test_universal_template_macos_2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_windows_fast-2020.1: + name: Test HDRP Template Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_windows_fast-2020.1_dependencies: + name: Test HDRP Template Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_templates.yml#test_hdrp_template_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --type updated-dependencies-tests --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_windows_fast-2020.1: + name: Test Universal Template Win fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_windows_fast-2020.1_dependencies: + name: Test Universal Template Win fast-2020.1 - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:windows + - .yamato/_templates.yml#test_universal_template_windows_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --type updated-dependencies-tests --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_macos_fast-2020.1: + name: Test HDRP Template OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_macos_fast-2020.1_dependencies: + name: Test HDRP Template OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_templates.yml#test_hdrp_template_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_macos_fast-2020.1: + name: Test Universal Template OSX fast-2020.1 + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_macos_fast-2020.1_dependencies: + name: Test Universal Template OSX fast-2020.1 - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:fast-2020.1:macos + - .yamato/_templates.yml#test_universal_template_macos_fast-2020.1 + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_windows_CUSTOM-REVISION: + name: Test HDRP Template Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_windows_CUSTOM-REVISION_dependencies: + name: Test HDRP Template Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_templates.yml#test_hdrp_template_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --type updated-dependencies-tests --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_windows_CUSTOM-REVISION: + name: Test Universal Template Win CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_windows_CUSTOM-REVISION_dependencies: + name: Test Universal Template Win CUSTOM-REVISION - dependencies + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + - .yamato/_templates.yml#test_universal_template_windows_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + - upm-ci template test -u .\.Editor --type updated-dependencies-tests --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_macos_CUSTOM-REVISION: + name: Test HDRP Template OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_hdrp_template_macos_CUSTOM-REVISION_dependencies: + name: Test HDRP Template OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_templates.yml#test_hdrp_template_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_vfx + - .yamato/_packages.yml#pack_config + - .yamato/_packages.yml#pack_hdrp + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --project-path com.unity.template-hd + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_macos_CUSTOM-REVISION: + name: Test Universal Template OSX CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +test_universal_template_macos_CUSTOM-REVISION_dependencies: + name: Test Universal Template OSX CUSTOM-REVISION - dependencies + agent: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + dependencies: + - .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + - .yamato/_templates.yml#test_universal_template_macos_CUSTOM-REVISION + - .yamato/_packages.yml#pack_core + - .yamato/_packages.yml#pack_shadergraph + - .yamato/_packages.yml#pack_universal + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file unity_revision.txt -c editor --wait --published-only + - cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + - upm-ci template test -u $(pwd)/.Editor/Unity.app/Contents/MacOS/Unity --type updated-dependencies-tests --project-path com.unity.template-universal + artifacts: + logs: + paths: + - "**/test-results/**" +all_template_ci_2020.1: + name: Pack and test all templates - 2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_templates.yml#test_hdrp_template_windows_2020.1 + - .yamato/_templates.yml#test_hdrp_template_windows_2020.1_dependencies + - .yamato/_templates.yml#test_universal_template_windows_2020.1 + - .yamato/_templates.yml#test_universal_template_windows_2020.1_dependencies + - .yamato/_templates.yml#test_hdrp_template_macos_2020.1 + - .yamato/_templates.yml#test_hdrp_template_macos_2020.1_dependencies + - .yamato/_templates.yml#test_universal_template_macos_2020.1 + - .yamato/_templates.yml#test_universal_template_macos_2020.1_dependencies + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d +all_template_ci_fast-2020.1: + name: Pack and test all templates - fast-2020.1 + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_templates.yml#test_hdrp_template_windows_fast-2020.1 + - .yamato/_templates.yml#test_hdrp_template_windows_fast-2020.1_dependencies + - .yamato/_templates.yml#test_universal_template_windows_fast-2020.1 + - .yamato/_templates.yml#test_universal_template_windows_fast-2020.1_dependencies + - .yamato/_templates.yml#test_hdrp_template_macos_fast-2020.1 + - .yamato/_templates.yml#test_hdrp_template_macos_fast-2020.1_dependencies + - .yamato/_templates.yml#test_universal_template_macos_fast-2020.1 + - .yamato/_templates.yml#test_universal_template_macos_fast-2020.1_dependencies + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d +all_template_ci_CUSTOM-REVISION: + name: Pack and test all templates - CUSTOM-REVISION + agent: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + dependencies: + - .yamato/_templates.yml#test_hdrp_template_windows_CUSTOM-REVISION + - .yamato/_templates.yml#test_hdrp_template_windows_CUSTOM-REVISION_dependencies + - .yamato/_templates.yml#test_universal_template_windows_CUSTOM-REVISION + - .yamato/_templates.yml#test_universal_template_windows_CUSTOM-REVISION_dependencies + - .yamato/_templates.yml#test_hdrp_template_macos_CUSTOM-REVISION + - .yamato/_templates.yml#test_hdrp_template_macos_CUSTOM-REVISION_dependencies + - .yamato/_templates.yml#test_universal_template_macos_CUSTOM-REVISION + - .yamato/_templates.yml#test_universal_template_macos_CUSTOM-REVISION_dependencies + commands: + - npm install upm-ci-utils@stable -g --registry https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm + - upm-ci package izon -t + - upm-ci package izon -d diff --git a/.yamato/all-hdrp.yml b/.yamato/all-hdrp.yml new file mode 100644 index 00000000000..a5668c71902 --- /dev/null +++ b/.yamato/all-hdrp.yml @@ -0,0 +1,52 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_HDRP_2020.1: + name: All HDRP CI - 2020.1 + dependencies: + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_XR_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx12.yml#HDRP_Win_DX12_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-vulkan.yml#HDRP_Win_Vulkan_Standalone_2020.1 + rerun: on-new-revision +All_HDRP_fast-2020.1: + name: All HDRP CI - fast-2020.1 + dependencies: + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_XR_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-dx12.yml#HDRP_Win_DX12_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp-win-vulkan.yml#HDRP_Win_Vulkan_Standalone_fast-2020.1 + rerun: on-new-revision +All_HDRP_CUSTOM-REVISION: + name: All HDRP CI - CUSTOM-REVISION + dependencies: + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_playmode_XR_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp-win-dx11.yml#HDRP_Win_DX11_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp-win-dx12.yml#HDRP_Win_DX12_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp-win-vulkan.yml#HDRP_Win_Vulkan_Standalone_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/all-hdrp_dxr.yml b/.yamato/all-hdrp_dxr.yml new file mode 100644 index 00000000000..448d969b2be --- /dev/null +++ b/.yamato/all-hdrp_dxr.yml @@ -0,0 +1,28 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_HDRP_DXR_2020.1: + name: All HDRP_DXR CI - 2020.1 + dependencies: + - path: .yamato/hdrp_dxr-win-dx12.yml#HDRP_DXR_Win_DX12_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/hdrp_dxr-win-dx12.yml#HDRP_DXR_Win_DX12_playmode_2020.1 + rerun: on-new-revision +All_HDRP_DXR_fast-2020.1: + name: All HDRP_DXR CI - fast-2020.1 + dependencies: + - path: .yamato/hdrp_dxr-win-dx12.yml#HDRP_DXR_Win_DX12_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/hdrp_dxr-win-dx12.yml#HDRP_DXR_Win_DX12_playmode_fast-2020.1 + rerun: on-new-revision +All_HDRP_DXR_CUSTOM-REVISION: + name: All HDRP_DXR CI - CUSTOM-REVISION + dependencies: + - path: .yamato/hdrp_dxr-win-dx12.yml#HDRP_DXR_Win_DX12_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/hdrp_dxr-win-dx12.yml#HDRP_DXR_Win_DX12_playmode_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/all-shadergraph.yml b/.yamato/all-shadergraph.yml new file mode 100644 index 00000000000..f6dfd372f73 --- /dev/null +++ b/.yamato/all-shadergraph.yml @@ -0,0 +1,46 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_ShaderGraph_2020.1: + name: All ShaderGraph CI - 2020.1 + dependencies: + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-osx-openglcore.yml#ShaderGraph_OSX_OpenGLCore_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/all-shadergraph_stereo.yml#All_ShaderGraph_Stereo_2020.1 + rerun: on-new-revision +All_ShaderGraph_fast-2020.1: + name: All ShaderGraph CI - fast-2020.1 + dependencies: + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph-osx-openglcore.yml#ShaderGraph_OSX_OpenGLCore_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/all-shadergraph_stereo.yml#All_ShaderGraph_Stereo_fast-2020.1 + rerun: on-new-revision +All_ShaderGraph_CUSTOM-REVISION: + name: All ShaderGraph CI - CUSTOM-REVISION + dependencies: + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/shadergraph-win-dx11.yml#ShaderGraph_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/shadergraph-osx-openglcore.yml#ShaderGraph_OSX_OpenGLCore_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/all-shadergraph_stereo.yml#All_ShaderGraph_Stereo_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/all-shadergraph_stereo.yml b/.yamato/all-shadergraph_stereo.yml new file mode 100644 index 00000000000..d8c2b6f933b --- /dev/null +++ b/.yamato/all-shadergraph_stereo.yml @@ -0,0 +1,28 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_ShaderGraph_Stereo_2020.1: + name: All ShaderGraph_Stereo CI - 2020.1 + dependencies: + - path: .yamato/shadergraph_stereo-win.yml#ShaderGraph_Stereo_Win_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph_stereo-win.yml#ShaderGraph_Stereo_Win_editmode_2020.1 + rerun: on-new-revision +All_ShaderGraph_Stereo_fast-2020.1: + name: All ShaderGraph_Stereo CI - fast-2020.1 + dependencies: + - path: .yamato/shadergraph_stereo-win.yml#ShaderGraph_Stereo_Win_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/shadergraph_stereo-win.yml#ShaderGraph_Stereo_Win_editmode_fast-2020.1 + rerun: on-new-revision +All_ShaderGraph_Stereo_CUSTOM-REVISION: + name: All ShaderGraph_Stereo CI - CUSTOM-REVISION + dependencies: + - path: .yamato/shadergraph_stereo-win.yml#ShaderGraph_Stereo_Win_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/shadergraph_stereo-win.yml#ShaderGraph_Stereo_Win_editmode_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/all-universal.yml b/.yamato/all-universal.yml new file mode 100644 index 00000000000..d32d41b3cac --- /dev/null +++ b/.yamato/all-universal.yml @@ -0,0 +1,70 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_Universal_2020.1: + name: All Universal CI - 2020.1 + dependencies: + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_XR_2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_playmode_2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_playmode_XR_2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-openglcore.yml#Universal_OSX_OpenGLCore_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/all-universal_stereo.yml#All_Universal_Stereo_2020.1 + rerun: on-new-revision +All_Universal_fast-2020.1: + name: All Universal CI - fast-2020.1 + dependencies: + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_XR_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_playmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_playmode_XR_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal-osx-openglcore.yml#Universal_OSX_OpenGLCore_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/all-universal_stereo.yml#All_Universal_Stereo_fast-2020.1 + rerun: on-new-revision +All_Universal_CUSTOM-REVISION: + name: All Universal CI - CUSTOM-REVISION + dependencies: + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-win-dx11.yml#Universal_Win_DX11_playmode_XR_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_playmode_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-osx-metal.yml#Universal_OSX_Metal_playmode_XR_CUSTOM-REVISION + rerun: always + - path: .yamato/universal-osx-openglcore.yml#Universal_OSX_OpenGLCore_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/all-universal_stereo.yml#All_Universal_Stereo_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/all-universal_stereo.yml b/.yamato/all-universal_stereo.yml new file mode 100644 index 00000000000..dc5d04ba57c --- /dev/null +++ b/.yamato/all-universal_stereo.yml @@ -0,0 +1,28 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_Universal_Stereo_2020.1: + name: All Universal_Stereo CI - 2020.1 + dependencies: + - path: .yamato/universal_stereo-win.yml#Universal_Stereo_Win_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/universal_stereo-win.yml#Universal_Stereo_Win_editmode_2020.1 + rerun: on-new-revision +All_Universal_Stereo_fast-2020.1: + name: All Universal_Stereo CI - fast-2020.1 + dependencies: + - path: .yamato/universal_stereo-win.yml#Universal_Stereo_Win_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/universal_stereo-win.yml#Universal_Stereo_Win_editmode_fast-2020.1 + rerun: on-new-revision +All_Universal_Stereo_CUSTOM-REVISION: + name: All Universal_Stereo CI - CUSTOM-REVISION + dependencies: + - path: .yamato/universal_stereo-win.yml#Universal_Stereo_Win_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/universal_stereo-win.yml#Universal_Stereo_Win_editmode_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/all-vfx_hdrp.yml b/.yamato/all-vfx_hdrp.yml new file mode 100644 index 00000000000..30dde2cd8dd --- /dev/null +++ b/.yamato/all-vfx_hdrp.yml @@ -0,0 +1,34 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_VFX_HDRP_2020.1: + name: All VFX_HDRP CI - 2020.1 + dependencies: + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_editmode_2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_2020.1 + rerun: on-new-revision +All_VFX_HDRP_fast-2020.1: + name: All VFX_HDRP CI - fast-2020.1 + dependencies: + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_editmode_fast-2020.1 + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision +All_VFX_HDRP_CUSTOM-REVISION: + name: All VFX_HDRP CI - CUSTOM-REVISION + dependencies: + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_editmode_CUSTOM-REVISION + rerun: always + - path: .yamato/vfx_hdrp-win-dx11.yml#VFX_HDRP_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/all-vfx_urp.yml b/.yamato/all-vfx_urp.yml new file mode 100644 index 00000000000..17c5e943ed6 --- /dev/null +++ b/.yamato/all-vfx_urp.yml @@ -0,0 +1,28 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +All_VFX_URP_2020.1: + name: All VFX_URP CI - 2020.1 + dependencies: + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_Standalone_2020.1 + rerun: on-new-revision + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_2020.1 + rerun: on-new-revision +All_VFX_URP_fast-2020.1: + name: All VFX_URP CI - fast-2020.1 + dependencies: + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_Standalone_fast-2020.1 + rerun: on-new-revision + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_fast-2020.1 + rerun: on-new-revision +All_VFX_URP_CUSTOM-REVISION: + name: All VFX_URP CI - CUSTOM-REVISION + dependencies: + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_Standalone_CUSTOM-REVISION + rerun: always + - path: .yamato/vfx_urp-win-dx11.yml#VFX_URP_Win_DX11_playmode_CUSTOM-REVISION + rerun: always + variables: + CUSTOM_REVISION: custom_revision_not_set diff --git a/.yamato/config/__shared.metafile b/.yamato/config/__shared.metafile new file mode 100644 index 00000000000..a3d6bd24fb1 --- /dev/null +++ b/.yamato/config/__shared.metafile @@ -0,0 +1,175 @@ +target_branch: 8.x.x/release # specifies the branch on which recurrent or pr triggers are created, etc +target_editor: 2020.1 # specifies the target editor used for some package/preview publish jobs +editors: # applied for all yml files. Override this by specifying override_editors (in the same format) in a specific metafile + - version: 2020.1 + rerun_strategy: on-new-revision + cmd: -u 2020.1 + - version: fast-2020.1 + rerun_strategy: on-new-revision + cmd: -u 2020.1 --fast + - version: CUSTOM-REVISION + rerun_strategy: always + cmd: -u $CUSTOM_REVISION +test_platforms: + Standalone: --suite=playmode --platform=Standalone + playmode: --suite=playmode + playmode_XR: --suite=playmode --extra-editor-arg="-xr-tests" + editmode: --suite=editor --platform=editmode +platforms: + Win: + name: Win + os: windows + apis: + - name: DX11 + cmd: -force-d3d11 + - name: DX12 + cmd: -force-d3d12 + - name: Vulkan + cmd: -force-vulkan + components: + - editor + - il2cpp + agents_project: + default: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + standalone_build: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + editmode: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + agent_package: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + copycmd: copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor + editorpath: .\.Editor + OSX: + name: OSX + os: macos + apis: + - name: Metal + - name: OpenGLCore + exclude_test_platforms: + - Standalone + components: + - editor + - il2cpp + agents_project_Metal: + default: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + agents_project_OpenGLCore: + default: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + agent_package: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + copycmd: cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + editorpath: "$(pwd)/.Editor/Unity.app/Contents/MacOS/Unity" + Linux: + name: Linux + os: linux + apis: + - name: OpenGLCore + cmd: -force-glcore + exclude_test_platforms: + - Standalone + - playmode_XR + - name: Vulkan + cmd: -force-vulkan + exclude_test_platforms: + - playmode_XR + components: + - editor + - il2cpp + agents_project: + default: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + editmode: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + Android: + name: Android + os: android + apis: + - name: OpenGLES3 + exclude_test_platforms: + - editmode + - playmode + - playmode_XR + - name: Vulkan + exclude_test_platforms: + - editmode + - playmode + - playmode_XR + components: + - editor + - il2cpp + - android + agents_project: + default: + type: Unity::mobile::android + image: mobile/android-execution-r19:stable + flavor: b1.large + standalone_build: + type: Unity::VM + image: mobile/android-execution-r19:stable + flavor: b1.large + iPhone: + name: iPhone + os: ios + apis: + - name: Metal + exclude_test_platforms: + - editmode + - playmode + - playmode_XR + components: + - editor + - iOS + agents_project: + default: + type: Unity::mobile::iPhone + image: mobile/macos-10.13-testing:stable + flavor: b1.medium + standalone_build: + type: Unity::VM::osx + image: mobile/macos-10.13-testing:stable + flavor: b1.large +non_project_agents: + cds_ops_ubuntu_small: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + package_ci_ubuntu_large: + type: Unity::VM + image: package-ci/ubuntu:stable + flavor: b1.large + package_ci_win_large: + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + package_ci_mac: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + sdet_win_large: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + sdet_win_large_gpu: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large \ No newline at end of file diff --git a/.yamato/config/_abv.metafile b/.yamato/config/_abv.metafile new file mode 100644 index 00000000000..f6747b9d40d --- /dev/null +++ b/.yamato/config/_abv.metafile @@ -0,0 +1,62 @@ +abv: # specify the editor versions for which to create the expression trigger for all_project_ci job + trigger_editors: + - fast-2020.1 + projects: + - name: Universal + - name: ShaderGraph + - name: HDRP + - name: VFX_HDRP + - name: VFX_URP +nightly: + allowed_editors: # specify the editor versions for which to create nightly jobs + - 2020.1 + extra_dependencies: # additional project jobs to run nightly (in addition to ABV and smoke tests) + - project: Universal + platform: Android + api: OpenGLES3 + test_platforms: + - Standalone + - project: Universal + platform: Android + api: Vulkan + test_platforms: + - Standalone +smoke_test: # specifications for smoke tests + folder: SRP_SmokeTest + agent: sdet_win_large # used for editmode + agent_gpu: sdet_win_large_gpu # used for non-editmode + test_platforms: + - Standalone + - playmode + - editmode +trunk_verification: # jobs to include in trunk verification job + dependencies: + - project: Universal + platform: Win + api: DX11 + test_platforms: + - playmode + - editmode + - project: ShaderGraph + platform: Win + api: DX11 + test_platforms: + - playmode + - editmode + - project: HDRP + platform: Win + api: DX11 + test_platforms: + - playmode + - editmode + - project: VFX_HDRP + platform: Win + api: DX11 + test_platforms: + - playmode + - editmode + - project: VFX_URP + platform: Win + api: DX11 + test_platforms: + - playmode diff --git a/.yamato/config/_editor.metafile b/.yamato/config/_editor.metafile new file mode 100644 index 00000000000..888d1563e10 --- /dev/null +++ b/.yamato/config/_editor.metafile @@ -0,0 +1,9 @@ +platforms: + # Exhaustive list of operating systems and editor components used by all jobs so the preparation jobs + # can make sure all editors are cached on cheap vms before starting the heavy duty machines for running tests + - name: OSX + - name: Android + - name: Win + - name: Linux + - name: iPhone +agent: cds_ops_ubuntu_small \ No newline at end of file diff --git a/.yamato/config/_packages.metafile b/.yamato/config/_packages.metafile new file mode 100644 index 00000000000..c05648fcda3 --- /dev/null +++ b/.yamato/config/_packages.metafile @@ -0,0 +1,62 @@ +# all_package_ci needs dependencies for package_test_dependencies (currently commented out due to breaking) +packages: + - name: Core + id: core + packagename: com.unity.render-pipelines.core + dependencies: + - core + - name: Lightweight + id: lwrp + packagename: com.unity.render-pipelines.lightweight + dependencies: + - core + - shadergraph + - universal + - lwrp + hascodependencies: 1 + - name: ShaderGraph + id: shadergraph + packagename: com.unity.shadergraph + dependencies: + - core + - shadergraph + hascodependencies: 1 + - name: HDRP + id: hdrp + packagename: com.unity.render-pipelines.high-definition + dependencies: + - core + - shadergraph + - vfx + - config + - hdrp + hascodependencies: 1 + - name: Universal + id: universal + packagename: com.unity.render-pipelines.universal + dependencies: + - core + - shadergraph + - universal + hascodependencies: 1 + - name: VFX + id: vfx + packagename: com.unity.visualeffectgraph + dependencies: + - core + - shadergraph + - vfx + hascodependencies: 1 + - name: Config + id: config + packagename: com.unity.render-pipelines.high-definition-config + dependencies: + - core + - config + hascodependencies: 1 +platforms: + - name: Win + - name: OSX +agent_pack: package_ci_win_large +agent_publish: package_ci_win_large +agent_publish_all: package_ci_ubuntu_large diff --git a/.yamato/config/_templates.metafile b/.yamato/config/_templates.metafile new file mode 100644 index 00000000000..00f8fe53e7e --- /dev/null +++ b/.yamato/config/_templates.metafile @@ -0,0 +1,25 @@ +templates: + - name: HDRP Template + id: hdrp_template + packagename: com.unity.template-hd + dependencies: + - core + - shadergraph + - vfx + - config + - hdrp + hascodependencies: 1 + - name: Universal Template + id: universal_template + packagename: com.unity.template-universal + dependencies: + - core + - shadergraph + - universal + hascodependencies: 1 +platforms: + - name: Win + - name: OSX +agent_pack: package_ci_win_large +agent_test: package_ci_win_large +agent_all_ci: package_ci_win_large \ No newline at end of file diff --git a/.yamato/config/hdrp.metafile b/.yamato/config/hdrp.metafile new file mode 100644 index 00000000000..113b397cc36 --- /dev/null +++ b/.yamato/config/hdrp.metafile @@ -0,0 +1,79 @@ +project: + name: HDRP + folder: HDRP_Tests + folder_standalone: HDRP_RuntimeTests +test_platforms: + - playmode + - playmode_XR + - editmode + - Standalone +platforms: + - name: Win + apis: + - DX11 + - DX12 + - Vulkan + overrides: + agents_project: + # default: package_ci_mac + default: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + editmode: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + standalone: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + standalone_build: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + - name: OSX + apis: + - Metal + - name: Linux + apis: + - Vulkan +all: + dependencies: + - platform: Win + api: DX11 + test_platforms: + - editmode + - playmode + - playmode_XR + - Standalone + - platform: Win + api: DX12 + test_platforms: + # - playmode + # - playmode_XR + - Standalone + - platform: Win + api: Vulkan + test_platforms: + # - playmode + - Standalone + # - platform: OSX + # api: Metal + # test_platforms: + # - Standalone + # - editmode + # # - playmode + # - platform: Linux + # api: Vulkan + # test_platforms: + # - editmode + # # - playmode + # - project: HDRP_DXR + # platform: Win + # api: DX12 + # test_platforms: + # - playmode diff --git a/.yamato/config/hdrp_dxr.metafile b/.yamato/config/hdrp_dxr.metafile new file mode 100644 index 00000000000..5fb57ff0647 --- /dev/null +++ b/.yamato/config/hdrp_dxr.metafile @@ -0,0 +1,24 @@ +project: + name: HDRP_DXR + folder: HDRP_DXR_Tests +test_platforms: + - Standalone + - playmode +platforms: + - name: Win + apis: + - DX12 + overrides: + agents_project: + default: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 +all: + dependencies: + - platform: Win + api: DX12 + test_platforms: + - Standalone + - playmode diff --git a/.yamato/config/shadergraph.metafile b/.yamato/config/shadergraph.metafile new file mode 100644 index 00000000000..eb4373f4098 --- /dev/null +++ b/.yamato/config/shadergraph.metafile @@ -0,0 +1,35 @@ +project: + name: ShaderGraph + folder: ShaderGraph +test_platforms: + - Standalone + - playmode + - editmode +platforms: + - name: Win + apis: + - DX11 + - Vulkan + - name: OSX + apis: + - OpenGLCore + - Metal + - name: Linux + apis: + - OpenGLCore + - Vulkan +all: + dependencies: + - platform: Win + api: DX11 + test_platforms: + - Standalone + - editmode + - playmode + - platform: OSX + api: OpenGLCore + test_platforms: + - editmode + - project: ShaderGraph_Stereo + all: true + diff --git a/.yamato/config/shadergraph_stereo.metafile b/.yamato/config/shadergraph_stereo.metafile new file mode 100644 index 00000000000..a79918783a6 --- /dev/null +++ b/.yamato/config/shadergraph_stereo.metafile @@ -0,0 +1,17 @@ +project: + name: ShaderGraph_Stereo + folder: ShaderGraphUniversalStereo +test_platforms: + - Standalone + - editmode +platforms: + - name: Win + apis: +all: + dependencies: + - platform: Win + api: '' + test_platforms: + - Standalone + - editmode + # - playmode diff --git a/.yamato/config/universal.metafile b/.yamato/config/universal.metafile new file mode 100644 index 00000000000..8d7319bedf0 --- /dev/null +++ b/.yamato/config/universal.metafile @@ -0,0 +1,46 @@ +project: + name: Universal + folder: UniversalGraphicsTest +test_platforms: + - Standalone + - playmode + - editmode + - playmode_XR +platforms: + - name: Win + apis: + - DX11 + - Vulkan + - name: OSX + apis: + - Metal + - OpenGLCore + - name: Linux + apis: + - Vulkan + - OpenGLCore + - name: Android + apis: + - Vulkan + - OpenGLES3 +all: + dependencies: + - platform: Win + api: DX11 + test_platforms: + - Standalone + - editmode + - playmode + - playmode_XR + - platform: OSX + api: Metal + test_platforms: + - Standalone + - playmode + - playmode_XR + - platform: OSX + api: OpenGLCore + test_platforms: + - editmode + - project: Universal_Stereo + all: true diff --git a/.yamato/config/universal_stereo.metafile b/.yamato/config/universal_stereo.metafile new file mode 100644 index 00000000000..139c0372931 --- /dev/null +++ b/.yamato/config/universal_stereo.metafile @@ -0,0 +1,16 @@ +project: + name: Universal_Stereo + folder: UniversalGfxTestStereo +test_platforms: + - Standalone + - editmode +platforms: + - name: Win + apis: +all: + dependencies: + - platform: Win + api: '' + test_platforms: + - Standalone + - editmode diff --git a/.yamato/config/vfx_hdrp.metafile b/.yamato/config/vfx_hdrp.metafile new file mode 100644 index 00000000000..d4d32dc2d82 --- /dev/null +++ b/.yamato/config/vfx_hdrp.metafile @@ -0,0 +1,26 @@ +project: + name: VFX_HDRP + folder: VisualEffectGraph_HDRP +test_platforms: + - Standalone + - playmode + - editmode +platforms: + - name: Win + apis: + - DX11 + - Vulkan + - name: OSX + apis: + - Metal + - name: Linux + apis: + - Vulkan +all: + dependencies: + - platform: Win + api: DX11 + test_platforms: + - Standalone + - editmode + - playmode diff --git a/.yamato/config/vfx_urp.metafile b/.yamato/config/vfx_urp.metafile new file mode 100644 index 00000000000..f8da1e6286a --- /dev/null +++ b/.yamato/config/vfx_urp.metafile @@ -0,0 +1,34 @@ +project: + name: VFX_URP + folder: VisualEffectGraph_URP +test_platforms: + - Standalone + - playmode +# - editmode +platforms: + - name: Win + apis: + - DX11 + - Vulkan + - name: OSX + apis: + - Metal + - OpenGLCore + - name: Linux + apis: + - Vulkan + - OpenGLCore +# - name: Android +# apis: +# - Vulkan +# - OpenGLES3 +# - name: iPhone +# apis: +# - Metal +all: + dependencies: + - platform: Win + api: DX11 + test_platforms: + - Standalone + - playmode \ No newline at end of file diff --git a/.yamato/docs/readme.md b/.yamato/docs/readme.md new file mode 100644 index 00000000000..5736ff75a0b --- /dev/null +++ b/.yamato/docs/readme.md @@ -0,0 +1,462 @@ +# Purpose +This script generates Yamato job definition files based on configuration/metafiles, making it easier to change the Yamato jobs by (usually) only editing these metafiles. +- Pros: + - no manual editing means less linter errors, path mismatches etc + - consistency among all files + - easy to track changes to .yml files with git diff, since they are in their final form + - reduced code duplication and possibility define constants in a single place +- Cons: + - the higher consistency among files and the reduced code duplication makes introducing exceptions more difficult + +# Structure +- *.yamato/config/* - directory containing configurations (metafiles) for the jobs to be generated, this is where most of the changes to Yamato jobs should be introduced (Input) +- *.yamato/* - directory containing all the generated job definition files (.yml) (Output) +- *.yamato/ruamel/build.py* - main script, which creates the actual yml files +- *.yamato/ruamel/metafile_parser.py* - helper script to read the metafiles and retrieve according information and/or override keys from ___shared.metafile +- *.yamato/ruamel/jobs/* - directory containing all Python modules for the jobs to be generated, which are organized into subdirectories by domains + +# Running the script +Script must be run again each time new changes are introduced in the metafiles. +- Install ruamel by `pip install ruamel.yaml` (or `pip3`) +- Run script inside *ruamel/* directory by `python build.py` (or `python3`) + +# Example use cases +The majority of changes are introduced within metafiles (*.yamato/config/\*.metafile*, for details check metafile descriptions below). After introducing changes, the script must be rerun (to clean up current jobs, and fetch the updated metafiles to recreate the jobs) + +### ABV related changes (_abv.metafile) +- Add a new project to ABV: add the project name (the one used inside the project’s own metafile, e.g. Universal) under abv.projects +- Add a new job to Nightly: add the dependency under nightly.extra_dependencies (these dependencies run in addition to ABV) +- Add job to trunk verification: add the dependency under trunk_verification.dependencies + +### Project related changes (project_name.metafile) +- Adding a new job to All_{project_name}: add the new job under all.dependencies (this job can also be from a different project) +- Adding a new platform/api for the project: extend the list under platforms as indicated +- Creating a new project: create a new metafile same way as is done for existing projects. All ymls get created once the script runs +- Use different agent than what is specified in the shared metafile: override the agent as described in the metafile description under platforms section + +### Package related changes (_packages.metafile) +- Adding a new package: extend packages list with new package details. The new package jobs get automatically created once the script runs (pack, publish, test, test_dependencies). The package is also automatically included in test_all and publish_all jobs. + + +### Changes when branching out +- When branching out (e.g. moving from *master* to *9.x.x/release* branch), the following steps must be done: + - In *__shared.metafile* : + - Change `editors` section to contain the correct editor versions + - Change `target_editor` to the target editor version for this branch (this is used e.g. for dependencies of *packages#publish_*, *preview_publish#publish_* and *preview_publish#wait_for_nightly*) (e.g. for 9.x.x this would correspond to `2020.1`) + - Change `target_branch` to the current branch (this is used for ci triggers, such as ABV (*all_project_ci*) jobs) (e.g. for 9.x.x this would correspond to `9.x.x/release`) + - In *__abv.metafile* : + - Change `abv.trigger_editors` to the editor against which to trigger the ABV (*all_project_ci*) job (typically `fast-*` editor) (e.g. for 9.x.x this would correspond to `fast-2020.1`) + - Change `nightly.allowed_editors` to contain the editors for which to run nightly (*all_project_ci_nightly*) jobs (e.g. for 9.x.x this would correspond to `2020.1`) + +### Other changes to metafiles +- All files follow a similar structure and changes can be done according to the metafile descriptions given below. + +### Changes within Python +- Creating a new job: + - Create a new job file under a domain/, same way as existing jobs are defined. + - Each domain subdirectory contains a file *yml_domain.py* with a function that loops over everything defined in a metafile, and stores all the created yml jobs for this domain, and then returns a dictionary with *(key,value)* pairs of *(file_path,yml_content)* respectively. Add the newly created job into this function and make sure it is included in this dictionary with its filepath as the key. + - When the script runs, it will dump the new job along with the rest of the jobs in this dictionary into their respective files. +- Changing constants, variables, paths, ids, etc: all changes should be introduced in either shared/namer.py or shared/constants.py +- Extending the YAMLJob building block class: if new functionality is needed, e.g. a new section under any job file is needed, define it as a function under shared/yml_job.py class. +- Changing to using split test/build for Standalone: under jobs/projects/commands/_cmd_mapper.py change the reference to which set of commands to use. For instance, to switch from Linux to Linux split, change under linux section all linux.cmd_* to linux_split.cmd_*. This simply uses the different set of commands, and the project job definition will automatically create split test/build if split commandset is used, and vice versa. + +#### Python structure explanation for projects +- Project jobs are defined by 3 job definition files: **standalone** (contains standalone_build job if split commandset is used), **standalone_build** (build job for standalone tests), **not_standalone** (editmode, playmode, playmode_xr) +- Because all jobs follow the same structure no matter which platform/api is used, with only the commands (and the agent) being different, then commands are obtained from files under jobs/projects/commands/{platform}.py by the job definition class. + - Each of these files has commands specific to its platform. If commands differ also per api, like for OSX, then {platform}_{api}.py format is used. + - Each of these files contains functions for 3 commandsets (for standalone, standalone_build, not_standalone), which are then used according to which job is being created. + - The mapping of which commands to use for which platform is done under _cmd_mapper.py. This also makes it easy to switch the set of commands for a specific platform, such as to switch to new split built/test, without completely losing the old solution. + +# FAQ + +- How is Nightly ABV set up (all_project_ci_nightly)? Nightly contains the normal ABV (all_project_ci), smoke tests, plus any additional jobs specified in the _abv.metafile under nightly extra dependencies. +- What are smoke tests? Blank Unity projects containing all SRP packages (and default packages) to make sure all packages work with each other +- Why does OpenGLCore not have standalone? Because the GPU is simulated and this job is too resource heavy for these machines + +# Configuration files (metafiles) + +### __shared.metafile: contains configurations shared across all Yamato jobs (.i.e the central configuration file). +``` +# main branch for ci triggers etc +target_branch: master + +# target editor version used for this branch +target_editor: trunk + +# editors applied for all yml files (overridable) (list) +editors: + - version: trunk + rerun_strategy: always + cmd: -u trunk # used only by editor job + - ... + +# test platforms with their corresponding command args (dict) +test_platforms: + Standalone: --suite=playmode --platform=Standalone + playmode: --suite=playmode + playmode_XR: --suite=playmode --extra-editor-arg="-xr-tests" + editmode: --suite=editor --platform=editmode + +# specifies platform details for each platform +platforms: + Win: + name: Win + os: windows + apis: + - name: DX11 + cmd: -force-d3d11 + - name: DX12 + cmd: -force-d3d12 + - name: Vulkan + cmd: -force-vulkan + components: + - editor + - il2cpp + agents_project: # agents used by all Windows project jobs (if apis use different agents, postfix this section with api. See OSX example) + default: # default agent is used when no specific test platform agent is specified + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + standalone_build: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + editmode: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + playmode: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + playmode_xr: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + agent_package: # used for package/template related jobs + type: Unity::VM + image: package-ci/win10:stable + flavor: b1.large + copycmd: copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor # used for package/template jobs + editorpath: .\.Editor # used for package/template jobs + OSX: + name: OSX + os: macos + apis: + - name: Metal + - name: OpenGLCore + exclude_test_platforms: # specify which test platforms to exclude for this api + - Standalone + components: + - editor + - il2cpp + agents_project_Metal: # agents used by all OSX Metal project jobs + default: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + agents_project_OpenGLCore: # agents used by all OSX OpenGLCore project jobs + default: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + agent_package: + type: Unity::VM::osx + image: package-ci/mac:stable + flavor: m1.mac + copycmd: cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor + editorpath: "$(pwd)/.Editor/Unity.app/Contents/MacOS/Unity" + Linux: + ... + +# agents used by package, template etc jobs (dict) +non_project_agents: + cds_ops_ubuntu_small: + type: Unity::VM + image: cds-ops/ubuntu-16.04-base:stable + flavor: b1.small + package_ci_ubuntu_large: + type: Unity::VM + image: package-ci/ubuntu:stable + flavor: b1.large + sdet_win_large_gpu: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + ... +``` + + + + + +### _abv.metafile: contains configurations for ABV jobs +``` +abv: # all_project_ci (ABV) job configuration + trigger_editors: # editor(s) for which to create a PR trigger + - fast-trunk + projects: # projects to include in ABV by calling All_{project} jobs + - name: Universal + - name: Universal_Stereo + - ... + +nightly: # all_project_ci_nightly job configuration + allowed_editors: # editor(s) for which to create nightly jobs + - trunk + extra_dependencies: # project jobs to run in addition to ABV + - project: Universal # use this format to run a specific job + platform: Android + api: OpenGLES3 + test_platforms: + - Standalone + - project: HDRP_Hybrid # use this format to run an All_{project} job + all: true + - ... + +smoke_test: # smoke tests configuration. Agents refer back to __shared.metafile + folder: SRP_SmokeTest + agent: sdet_win_large # (used for editmode) + agent_gpu: sdet_win_large_gpu + test_platforms: # test platforms to create smoke tests for + - Standalone + - playmode + - editmode + +trunk_verification: # jobs to include in trunk verification job + dependencies: + - project: Universal + platform: Win + api: DX11 + test_platforms: + - playmode + - editmode + - ... + +# optionally to override editors from __shared.metafile +override_editors: + - version: trunk + rerun_strategy: always +``` + +### _editor.metafile: configuration for editor priming jobs + +``` +# all platforms for editor priming jobs +platforms: + # Exhaustive list of operating systems and editor components used by all jobs so the preparation jobs + # can make sure all editors are cached on cheap vms before starting the heavy duty machines for running tests + - name: OSX + - name: Android + - name: Win + - name: Linux + - name: iPhone +agent: cds_ops_ubuntu_small # agent for editor priming, refers to __shared.metafile + +# optionally to override editors from __shared.metafile +override_editors: + - version: trunk + rerun_strategy: always + cmd: -u trunk +``` + + +### _packages.metafile: package jobs configuration +``` +# packages to create pack/test/publish jobs for +packages: + - name: Core + id: core + packagename: com.unity.render-pipelines.core + dependencies: + - core + - name: Lightweight + id: lwrp + packagename: com.unity.render-pipelines.lightweight + dependencies: + - core + - shadergraph + - universal + - lwrp + - ... + +# platforms for test jobs (agents refer to __shared.metafile) +platforms: + - name: Win + - name: OSX + +# agents specific for pack/publish/publish_all jobs +agent_pack: package_ci_win_large +agent_publish: package_ci_win_large +agent_publish_all: package_ci_ubuntu_large + +# optionally to override editors from __shared.metafile +override_editors: + - version: trunk + +``` + +### _preview_publish.metafile: preview publish job configurations +``` +# publishing variables +publishing: # these are currently commented out and dont work though + auto_publish: true # if true, publish_all_preview gets daily recurrent trigger + auto_version: true # if true, auto_version gets branch trigger + +# platform dependencies for package pack and publish jobs +platforms: + - name: Win + - name: OSX + +# package dependencies +packages: + - name: core + path: com.unity.render-pipelines.core + type: package + publish_source: true # if true, publish and promote jobs are created + standalone: true + - ... + +# agents for specific jobs,referring to __shared.metafile +agent_promote: package_ci_win_large +agent_auto_version: package_ci_ubuntu_large + +# override editors from __shared.metafile file +override_editors: + - version: trunk +``` + +### _templates.metafile: template jobs configuration (highly similar for packages configuration) +``` +# templates to create jobs for +templates: + - name: HDRP Template + id: hdrp_template + packagename: com.unity.template-hd + dependencies: + - core + - shadergraph + - vfx + - config + - hdrp + hascodependencies: 1 + - ... + +# platforms to run template tests on +platforms: + - name: Win + - name: OSX + +# agents for specific jobs +agent_pack: package_ci_win_large +agent_test: package_ci_win_large +agent_all_ci: package_ci_win_large + +# optionally to override editors from __shared.metafile +override_editors: + - version: trunk +``` + + +### {project_name}.metafile: project jobs configuration +If the project is just a high-level job only consisting of dependencies, then `project.folder`, `test_platforms`, and `platforms` can be left out (i.e. you only need to specify `project.name` and `all.dependencies`). +``` +# project details +project: + name: project_name # e.g. Universal + folder: project_folder # e.g. UniversalGraphicsTest + folder_standalone: project_folder_standalone # use this if standalone is in different folder, like for HDRP currently + +# test platforms to generate jobs for +test_platforms: + - Standalone + - playmode + - editmode + - playmode_XR + +# platforms to use (platform details obtained from __shared.metafile) +# platforms can be overridden by using the same structure from shared +platforms: + - name: OSX + apis: + - Metal + - OpenGLCore + - name: Linux + apis: + - Vulkan + - OpenGLCore + - name: Android + apis: + - Vulkan + - OpenGLES3 + - name: iPhone + apis: + - Metal + - name: Win + apis: + - DX11 + - DX12 + - Vulkan + - name: Win + apis: + - DX11 + - DX12 + - Vulkan + ## override example for Win + # overrides: # allows to override keys under __shared platform section (copycmd, editorpath, agent_package, agents_project) + # copycmd: your new copy cmd + # editorpath: your new editor path + # agents_project: + # default: + # type: Unity::VM::GPU + # image: graphics-foundation/win10-dxr:stable + # flavor: b1.xlarge + # model: rtx2080 + # editmode: + # type: Unity::VM + # image: graphics-foundation/win10-dxr:stable + # flavor: b1.xlarge + # standalone: + # type: Unity::VM::GPU + # image: graphics-foundation/win10-dxr:stable + # flavor: b1.xlarge + # model: rtx2080 + # standalone_build: + # type: Unity::VM + # image: graphics-foundation/win10-dxr:stable + # flavor: b1.xlarge + # model: rtx2080 + +# which jobs to run under All_{project_name} job +# this is the same structure as in abv nightly extra dependencies +all: + dependencies: + - platform: Win + api: DX11 + test_platforms: + - Standalone + - editmode + - playmode + - playmode_XR + - platform: OSX + api: Metal + test_platforms: + - Standalone + - playmode + - project: HDRP_DXR # use this if there is a dependency to another project + platform: Win + api: DX12 + test_platforms: + - playmode + - project: HDRP_DXR # use this if there is a dependency to another project + all: true + - ... + +# optionally to override editors from __shared.metafile +override_editors: + - version: trunk + rerun_strategy: always + +``` + + + diff --git a/.yamato/hdrp-linux-vulkan.yml b/.yamato/hdrp-linux-vulkan.yml new file mode 100644 index 00000000000..91a75fbb4d6 --- /dev/null +++ b/.yamato/hdrp-linux-vulkan.yml @@ -0,0 +1,206 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +HDRP_Linux_Vulkan_playmode_2020.1: + name: HDRP on Linux_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - cd TestProjects/HDRP_Tests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_editmode_2020.1: + name: HDRP on Linux_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - cd TestProjects/HDRP_Tests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_Standalone_2020.1: + name: HDRP on Linux_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_RuntimeTests/utr + - chmod +x TestProjects/HDRP_RuntimeTests/utr + - cd TestProjects/HDRP_RuntimeTests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_playmode_fast-2020.1: + name: HDRP on Linux_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - cd TestProjects/HDRP_Tests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_editmode_fast-2020.1: + name: HDRP on Linux_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - cd TestProjects/HDRP_Tests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_Standalone_fast-2020.1: + name: HDRP on Linux_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_RuntimeTests/utr + - chmod +x TestProjects/HDRP_RuntimeTests/utr + - cd TestProjects/HDRP_RuntimeTests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_playmode_CUSTOM-REVISION: + name: HDRP on Linux_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - cd TestProjects/HDRP_Tests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_editmode_CUSTOM-REVISION: + name: HDRP on Linux_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - cd TestProjects/HDRP_Tests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Linux_Vulkan_Standalone_CUSTOM-REVISION: + name: HDRP on Linux_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_RuntimeTests/utr + - chmod +x TestProjects/HDRP_RuntimeTests/utr + - cd TestProjects/HDRP_RuntimeTests && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/hdrp-osx-metal.yml b/.yamato/hdrp-osx-metal.yml new file mode 100644 index 00000000000..c44b899fce0 --- /dev/null +++ b/.yamato/hdrp-osx-metal.yml @@ -0,0 +1,357 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +HDRP_OSX_Metal_playmode_2020.1: + name: HDRP on OSX_Metal_playmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_playmode_XR_2020.1: + name: HDRP on OSX_Metal_playmode_XR on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_editmode_2020.1: + name: HDRP on OSX_Metal_editmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_Standalone_2020.1: + name: HDRP on OSX_Metal_Standalone on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_RuntimeTests/utr + - chmod +x TestProjects/HDRP_RuntimeTests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_RuntimeTests && ~/Graphics/TestProjects/HDRP_RuntimeTests/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_RuntimeTests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests/test-results/ TestProjects/HDRP_RuntimeTests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_playmode_fast-2020.1: + name: HDRP on OSX_Metal_playmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_playmode_XR_fast-2020.1: + name: HDRP on OSX_Metal_playmode_XR on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_editmode_fast-2020.1: + name: HDRP on OSX_Metal_editmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_Standalone_fast-2020.1: + name: HDRP on OSX_Metal_Standalone on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_RuntimeTests/utr + - chmod +x TestProjects/HDRP_RuntimeTests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_RuntimeTests && ~/Graphics/TestProjects/HDRP_RuntimeTests/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_RuntimeTests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests/test-results/ TestProjects/HDRP_RuntimeTests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_playmode_CUSTOM-REVISION: + name: HDRP on OSX_Metal_playmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_playmode_XR_CUSTOM-REVISION: + name: HDRP on OSX_Metal_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_editmode_CUSTOM-REVISION: + name: HDRP on OSX_Metal_editmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_Tests/utr + - chmod +x TestProjects/HDRP_Tests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_Tests && ~/Graphics/TestProjects/HDRP_Tests/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/HDRP_Tests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_Tests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_Tests/test-results/ TestProjects/HDRP_Tests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_OSX_Metal_Standalone_CUSTOM-REVISION: + name: HDRP on OSX_Metal_Standalone on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/HDRP_RuntimeTests/utr + - chmod +x TestProjects/HDRP_RuntimeTests/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/HDRP_RuntimeTests && ~/Graphics/TestProjects/HDRP_RuntimeTests/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/HDRP_RuntimeTests/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/HDRP_RuntimeTests/test-results/ TestProjects/HDRP_RuntimeTests/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/hdrp-win-dx11.yml b/.yamato/hdrp-win-dx11.yml new file mode 100644 index 00000000000..78342e94489 --- /dev/null +++ b/.yamato/hdrp-win-dx11.yml @@ -0,0 +1,334 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +HDRP_Win_DX11_playmode_2020.1: + name: HDRP on Win_DX11_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_playmode_XR_2020.1: + name: HDRP on Win_DX11_playmode_XR on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_editmode_2020.1: + name: HDRP on Win_DX11_editmode on version 2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_Standalone_2020.1: + name: HDRP on Win_DX11_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#Build_HDRP_Win_DX11_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_DX11_Player_2020.1: + name: Build HDRP on Win_DX11_Player on version 2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_Win_DX11_playmode_fast-2020.1: + name: HDRP on Win_DX11_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_playmode_XR_fast-2020.1: + name: HDRP on Win_DX11_playmode_XR on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_editmode_fast-2020.1: + name: HDRP on Win_DX11_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_Standalone_fast-2020.1: + name: HDRP on Win_DX11_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp-win-dx11.yml#Build_HDRP_Win_DX11_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_DX11_Player_fast-2020.1: + name: Build HDRP on Win_DX11_Player on version fast-2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_Win_DX11_playmode_CUSTOM-REVISION: + name: HDRP on Win_DX11_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_playmode_XR_CUSTOM-REVISION: + name: HDRP on Win_DX11_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_editmode_CUSTOM-REVISION: + name: HDRP on Win_DX11_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX11_Standalone_CUSTOM-REVISION: + name: HDRP on Win_DX11_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/hdrp-win-dx11.yml#Build_HDRP_Win_DX11_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_DX11_Player_CUSTOM-REVISION: + name: Build HDRP on Win_DX11_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" diff --git a/.yamato/hdrp-win-dx12.yml b/.yamato/hdrp-win-dx12.yml new file mode 100644 index 00000000000..78282237f85 --- /dev/null +++ b/.yamato/hdrp-win-dx12.yml @@ -0,0 +1,334 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +HDRP_Win_DX12_playmode_2020.1: + name: HDRP on Win_DX12_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_playmode_XR_2020.1: + name: HDRP on Win_DX12_playmode_XR on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_editmode_2020.1: + name: HDRP on Win_DX12_editmode on version 2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_Standalone_2020.1: + name: HDRP on Win_DX12_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp-win-dx12.yml#Build_HDRP_Win_DX12_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_DX12_Player_2020.1: + name: Build HDRP on Win_DX12_Player on version 2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX12Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_Win_DX12_playmode_fast-2020.1: + name: HDRP on Win_DX12_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_playmode_XR_fast-2020.1: + name: HDRP on Win_DX12_playmode_XR on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_editmode_fast-2020.1: + name: HDRP on Win_DX12_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_Standalone_fast-2020.1: + name: HDRP on Win_DX12_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp-win-dx12.yml#Build_HDRP_Win_DX12_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_DX12_Player_fast-2020.1: + name: Build HDRP on Win_DX12_Player on version fast-2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX12Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_Win_DX12_playmode_CUSTOM-REVISION: + name: HDRP on Win_DX12_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_playmode_XR_CUSTOM-REVISION: + name: HDRP on Win_DX12_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_editmode_CUSTOM-REVISION: + name: HDRP on Win_DX12_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_DX12_Standalone_CUSTOM-REVISION: + name: HDRP on Win_DX12_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/hdrp-win-dx12.yml#Build_HDRP_Win_DX12_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_DX12_Player_CUSTOM-REVISION: + name: Build HDRP on Win_DX12_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX12Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" diff --git a/.yamato/hdrp-win-vulkan.yml b/.yamato/hdrp-win-vulkan.yml new file mode 100644 index 00000000000..4ef5089702d --- /dev/null +++ b/.yamato/hdrp-win-vulkan.yml @@ -0,0 +1,334 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +HDRP_Win_Vulkan_playmode_2020.1: + name: HDRP on Win_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_playmode_XR_2020.1: + name: HDRP on Win_Vulkan_playmode_XR on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_editmode_2020.1: + name: HDRP on Win_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_Standalone_2020.1: + name: HDRP on Win_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp-win-vulkan.yml#Build_HDRP_Win_Vulkan_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_Vulkan_Player_2020.1: + name: Build HDRP on Win_Vulkan_Player on version 2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_Win_Vulkan_playmode_fast-2020.1: + name: HDRP on Win_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_playmode_XR_fast-2020.1: + name: HDRP on Win_Vulkan_playmode_XR on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_editmode_fast-2020.1: + name: HDRP on Win_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_Standalone_fast-2020.1: + name: HDRP on Win_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp-win-vulkan.yml#Build_HDRP_Win_Vulkan_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_Vulkan_Player_fast-2020.1: + name: Build HDRP on Win_Vulkan_Player on version fast-2020.1 + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_Win_Vulkan_playmode_CUSTOM-REVISION: + name: HDRP on Win_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_playmode_XR_CUSTOM-REVISION: + name: HDRP on Win_Vulkan_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_editmode_CUSTOM-REVISION: + name: HDRP on Win_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_Tests && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_Win_Vulkan_Standalone_CUSTOM-REVISION: + name: HDRP on Win_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/hdrp-win-vulkan.yml#Build_HDRP_Win_Vulkan_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_Win_Vulkan_Player_CUSTOM-REVISION: + name: Build HDRP on Win_Vulkan_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: graphics-foundation/win10-dxr:stable + flavor: b1.xlarge + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_RuntimeTests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_RuntimeTests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_RuntimeTests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" diff --git a/.yamato/hdrp_dxr-win-dx12.yml b/.yamato/hdrp_dxr-win-dx12.yml new file mode 100644 index 00000000000..7a1696b48f7 --- /dev/null +++ b/.yamato/hdrp_dxr-win-dx12.yml @@ -0,0 +1,209 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +HDRP_DXR_Win_DX12_Standalone_2020.1: + name: HDRP_DXR on Win_DX12_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp_dxr-win-dx12.yml#Build_HDRP_DXR_Win_DX12_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_DXR_Win_DX12_Player_2020.1: + name: Build HDRP_DXR on Win_DX12_Player on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_DXR_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX12Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_DXR_Win_DX12_playmode_2020.1: + name: HDRP_DXR on Win_DX12_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_DXR_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_DXR_Win_DX12_Standalone_fast-2020.1: + name: HDRP_DXR on Win_DX12_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/hdrp_dxr-win-dx12.yml#Build_HDRP_DXR_Win_DX12_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_DXR_Win_DX12_Player_fast-2020.1: + name: Build HDRP_DXR on Win_DX12_Player on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_DXR_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX12Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_DXR_Win_DX12_playmode_fast-2020.1: + name: HDRP_DXR on Win_DX12_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_DXR_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" +HDRP_DXR_Win_DX12_Standalone_CUSTOM-REVISION: + name: HDRP_DXR on Win_DX12_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/hdrp_dxr-win-dx12.yml#Build_HDRP_DXR_Win_DX12_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_HDRP_DXR_Win_DX12_Player_CUSTOM-REVISION: + name: Build HDRP_DXR on Win_DX12_Player on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_DXR_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX12Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +HDRP_DXR_Win_DX12_playmode_CUSTOM-REVISION: + name: HDRP_DXR on Win_DX12_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: graphics-foundation/win10-dxr:stable + flavor: b1.large + model: rtx2080 + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/HDRP_DXR_Tests/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/HDRP_DXR_Tests && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/HDRP_DXR_Tests && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d12" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/ruamel/build.py b/.yamato/ruamel/build.py new file mode 100644 index 00000000000..5e225cd5e98 --- /dev/null +++ b/.yamato/ruamel/build.py @@ -0,0 +1,116 @@ +import sys, glob, os +import ruamel +from copy import deepcopy +from metafile_parser import * +from jobs.shared.namer import * +from jobs.projects.yml_project import create_project_ymls +from jobs.editor.yml_editor import create_editor_yml +from jobs.packages.yml_package import create_package_ymls +from jobs.packages.yml_project import create_projectcontext_ymls +from jobs.abv.yml_abv import create_abv_ymls +from jobs.preview_publish.yml_pb import create_preview_publish_ymls +from jobs.templates.yml_template import create_template_ymls + +root_dir = os.path.dirname(os.path.dirname(os.getcwd())) +yamato_dir = os.path.join(root_dir,'.yamato') +config_dir = os.path.join(yamato_dir,'config') +comment = ''' +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md +\n''' + +shared = {} +yml_files = {} + +def yml_load(filepath): + with open(filepath) as f: + return yaml.load(f) + +def yml_dump_files(yml_file_dict): + for filepath,yml_dict in yml_file_dict.items(): + with open(os.path.join(root_dir,filepath), 'w') as f: + yaml.dump(yml_dict, f) + yml_files[filepath.split('/')[-1]] = {'path':filepath, 'yml':yml_dict} + + +def assert_dependencies(): + for yml_file, yml_value in yml_files.items(): + yml_content = yml_value['yml'] + for job_id, job_content in yml_content.items(): + for dependency in job_content.get('dependencies') or []: + dep_path = (dependency if isinstance(dependency, str) else dependency['path']).split('/')[1] + dep_file, dep_job_id = dep_path.split('#')[0], dep_path.split('#')[1] + try: + assert yml_files[dep_file]['yml'][dep_job_id] + except: + print(f'Mistake in file {yml_file}#{job_id} for dependency {dep_file}#{dep_job_id}') + + +def add_comments(): + for yml_file, yml_value in yml_files.items(): + with open(os.path.join(root_dir,yml_value['path']), 'r+') as f: + yml = f.read() + f.seek(0, 0) + f.write(comment) + f.write(yml) + +def get_metafile(metafile_name, unfold_agents_root_keys=[], unfold_test_platforms_root_keys=[]): + metafile = yml_load(metafile_name) + return format_metafile(metafile, shared, unfold_agents_root_keys, unfold_test_platforms_root_keys) + + +if __name__== "__main__": + + # configure yaml + yaml = ruamel.yaml.YAML() + yaml.width = 4096 + yaml.indent(offset=2, mapping=4, sequence=5) + + # clear directory from existing yml files, not to have old duplicates etc + old_yml_files = glob.glob(os.path.join(yamato_dir,'**/*.yml'), recursive=True) + for f in old_yml_files: + os.remove(f) + + # read shared file + shared = yml_load(os.path.join(config_dir,'__shared.metafile')) + + # create editor + print(f'Running: editor') + editor_metafile = get_metafile(os.path.join(config_dir,'_editor.metafile')) + yml_dump_files(create_editor_yml(editor_metafile)) + + # create package jobs + print(f'Running: packages') + package_metafile = get_metafile(os.path.join(config_dir,'_packages.metafile')) + yml_dump_files(create_package_ymls(package_metafile)) + yml_dump_files(create_projectcontext_ymls(package_metafile)) + + # create abv + abv_metafile = get_metafile(os.path.join(config_dir,'_abv.metafile'), unfold_agents_root_keys=['smoke_test'], unfold_test_platforms_root_keys=['smoke_test']) + yml_dump_files(create_abv_ymls(abv_metafile)) + + # create preview publish + # print(f'Running: preview_publish') + # pb_metafile = get_metafile(os.path.join(config_dir,'_preview_publish.metafile')) + # yml_dump_files(create_preview_publish_ymls(pb_metafile)) + + # create template jobs + print(f'Running: templates') + template_metafile = get_metafile(os.path.join(config_dir,'_templates.metafile')) + yml_dump_files(create_template_ymls(template_metafile)) + + # create yml jobs for each specified project + #for project_metafile in glob.glob(os.path.join(config_dir,'universal.metafile')): + for project_metafile in glob.glob(os.path.join(config_dir,'[!_]*.metafile')): + print(f'Running: {project_metafile}') + project_metafile = get_metafile(project_metafile) + yml_dump_files(create_project_ymls(project_metafile)) + + # # running assert checks for dependency paths + print(f'Checking dependency paths') + assert_dependencies() + + # # add comments on top of all yml files + print(f'Adding comments') + add_comments() diff --git a/.yamato/ruamel/jobs/abv/abv_all_project_ci.py b/.yamato/ruamel/jobs/abv/abv_all_project_ci.py new file mode 100644 index 00000000000..dd3d3f58846 --- /dev/null +++ b/.yamato/ruamel/jobs/abv/abv_all_project_ci.py @@ -0,0 +1,31 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class ABV_AllProjectCiJob(): + + def __init__(self, editor, projects, abv_trigger_editors, target_branch): + self.job_id = abv_job_id_all_project_ci(editor["version"]) + self.yml = self.get_job_definition(editor, projects, abv_trigger_editors, target_branch).get_yml() + + + def get_job_definition(self, editor, projects, abv_trigger_editors, target_branch): + + # define dependencies + dependencies = [{ + 'path': f'{projectcontext_filepath()}#{projectcontext_job_id_test_all(editor["version"])}', + 'rerun': editor["rerun_strategy"]}] + + for project in projects: + dependencies.append({ + 'path': f'{project_filepath_all(project["name"])}#{project_job_id_all(project["name"], editor["version"])}', + 'rerun': editor["rerun_strategy"]}) + + # construct job + job = YMLJob() + job.set_name(f'_ABV for SRP repository - {editor["version"]}') + job.add_dependencies(dependencies) + job.add_var_custom_revision(editor["version"]) + if editor['version'] in abv_trigger_editors: + job.set_trigger_on_expression(f'pull_request.target eq "{target_branch}" AND NOT pull_request.draft AND NOT pull_request.push.changes.all match ["**/*.md", "doc/**/*", "**/Documentation*/**/*", ".github/**/*", "Tools/**/*"]') + return job \ No newline at end of file diff --git a/.yamato/ruamel/jobs/abv/abv_all_project_ci_nightly.py b/.yamato/ruamel/jobs/abv/abv_all_project_ci_nightly.py new file mode 100644 index 00000000000..5be3eb2a0a3 --- /dev/null +++ b/.yamato/ruamel/jobs/abv/abv_all_project_ci_nightly.py @@ -0,0 +1,43 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class ABV_AllProjectCiNightlyJob(): + + def __init__(self, editor, projects, test_platforms, nightly_config, target_branch): + if editor["version"] not in nightly_config["allowed_editors"]: + raise Exception(f'Tried to construct nightly with PR trigger for version {editor["version"]}') + self.job_id = abv_job_id_all_project_ci_nightly(editor["version"]) + self.yml = self.get_job_definition(editor, projects, test_platforms, nightly_config.get("extra_dependencies",[]), target_branch).get_yml() + + + def get_job_definition(self, editor, projects, test_platforms, extra_dependencies, target_branch): + + # define dependencies + dependencies = [{ + 'path': f'{abv_filepath()}#{abv_job_id_all_project_ci(editor["version"])}', + 'rerun': editor["rerun_strategy"]}] + + for test_platform in test_platforms: # TODO replace with all_smoke_tests if rerun strategy can override lower level ones + dependencies.append({ + 'path': f'{abv_filepath()}#{abv_job_id_smoke_test(editor["version"],test_platform["name"])}', + 'rerun': editor["rerun_strategy"]}) + + for dep in extra_dependencies: + if dep.get("all"): + dependencies.append({ + 'path': f'{project_filepath_all(dep["project"])}#{project_job_id_all(dep["project"], editor["version"])}', + 'rerun': editor["rerun_strategy"]}) + else: + for tp in dep["test_platforms"]: + dependencies.append({ + 'path': f'{project_filepath_specific(dep["project"], dep["platform"], dep["api"])}#{project_job_id_test(dep["project"], dep["platform"], dep["api"], tp, editor["version"])}', + 'rerun': editor["rerun_strategy"]}) + + # construct job + job = YMLJob() + job.set_name(f'_Nightly ABV against { editor["version"] }') + job.add_dependencies(dependencies) + job.add_var_custom_revision(editor["version"]) + job.add_trigger_recurrent(target_branch,'0 * * ?') + return job \ No newline at end of file diff --git a/.yamato/ruamel/jobs/abv/abv_all_smoke_tests.py b/.yamato/ruamel/jobs/abv/abv_all_smoke_tests.py new file mode 100644 index 00000000000..13f8524b083 --- /dev/null +++ b/.yamato/ruamel/jobs/abv/abv_all_smoke_tests.py @@ -0,0 +1,27 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class ABV_AllSmokeTestsJob(): + + def __init__(self, editor, test_platforms): + self.job_id = abv_job_id_all_smoke_tests(editor["version"]) + self.yml = self.get_job_definition(editor, test_platforms).get_yml() + + + def get_job_definition(self,editor, test_platforms): + + # define dependencies + dependencies = [] + for test_platform in test_platforms: + dependencies.append({ + 'path': f'{abv_filepath()}#{abv_job_id_smoke_test(editor["version"],test_platform["name"])}', + 'rerun': editor["rerun_strategy"] + }) + + # construct job + job = YMLJob() + job.set_name(f'All Smoke Tests - {editor["version"]}') + job.add_dependencies(dependencies) + job.add_var_custom_revision(editor["version"]) + return job diff --git a/.yamato/ruamel/jobs/abv/abv_smoke_test.py b/.yamato/ruamel/jobs/abv/abv_smoke_test.py new file mode 100644 index 00000000000..4a33cd76b9f --- /dev/null +++ b/.yamato/ruamel/jobs/abv/abv_smoke_test.py @@ -0,0 +1,42 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.constants import TEST_PROJECTS_DIR, PATH_UNITY_REVISION, PATH_TEST_RESULTS +from ..shared.yml_job import YMLJob + +class ABV_SmokeTestJob(): + + def __init__(self, editor, test_platform, smoke_test): + self.job_id = abv_job_id_smoke_test(editor["version"], test_platform["name"]) + self.yml = self.get_job_definition(editor, test_platform, smoke_test).get_yml() + + + def get_job_definition(self, editor, test_platform, smoke_test): + agent = dict(smoke_test["agent"]) + agent_gpu = dict(smoke_test["agent_gpu"]) + + # define dependencies + dependencies = [{ + 'path':f'{editor_filepath()}#{editor_job_id(editor["version"], "windows")}', + 'rerun': editor["rerun_strategy"]}] + + + # define commands + commands = [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output {TEST_PROJECTS_DIR}/{smoke_test["folder"]}/utr.bat', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'cd {TEST_PROJECTS_DIR}/{smoke_test["folder"]} && unity-downloader-cli --source-file ../../{PATH_UNITY_REVISION} -c editor --wait --published-only' ] + if test_platform['name'].lower() == 'standalone': + commands.append(f'cd {TEST_PROJECTS_DIR}/{smoke_test["folder"]} && utr {test_platform["args"]}Windows64 --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS} --timeout=1200') + else: + commands.append(f'cd {TEST_PROJECTS_DIR}/{smoke_test["folder"]} && utr {test_platform["args"]} --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS}') + + # construct job + job = YMLJob() + job.set_name(f'SRP Smoke Test - {test_platform["name"]}_{editor["version"]}') + job.set_agent(agent if test_platform["name"] == 'editmode' else agent_gpu) + job.add_var_upm_registry() + job.add_var_custom_revision(editor["version"]) + job.add_commands(commands) + job.add_dependencies(dependencies) + job.add_artifacts_test_results() + return job \ No newline at end of file diff --git a/.yamato/ruamel/jobs/abv/abv_trunk_verification.py b/.yamato/ruamel/jobs/abv/abv_trunk_verification.py new file mode 100644 index 00000000000..1c13102a3fa --- /dev/null +++ b/.yamato/ruamel/jobs/abv/abv_trunk_verification.py @@ -0,0 +1,32 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class ABV_TrunkVerificationJob(): + + def __init__(self, editor, extra_dependencies): + self.job_id = abv_job_id_trunk_verification(editor["version"]) + self.yml = self.get_job_definition(editor, extra_dependencies).get_yml() + + + def get_job_definition(self, editor, extra_dependencies): + + # define dependencies + dependencies = [] + for dep in extra_dependencies: + if dep.get("all"): + dependencies.append({ + 'path': f'{project_filepath_all(dep["project"])}#{project_job_id_all(dep["project"], editor["version"])}', + 'rerun': editor["rerun_strategy"]}) + else: + for tp in dep["test_platforms"]: + dependencies.append({ + 'path': f'{project_filepath_specific(dep["project"], dep["platform"], dep["api"])}#{project_job_id_test(dep["project"], dep["platform"], dep["api"], tp, editor["version"])}', + 'rerun': editor["rerun_strategy"]}) + + # construct job + job = YMLJob() + job.set_name(f'Trunk verification - {editor["version"]}') + job.add_dependencies(dependencies) + job.add_var_custom_revision(editor["version"]) + return job \ No newline at end of file diff --git a/.yamato/ruamel/jobs/abv/yml_abv.py b/.yamato/ruamel/jobs/abv/yml_abv.py new file mode 100644 index 00000000000..e0e096e52c9 --- /dev/null +++ b/.yamato/ruamel/jobs/abv/yml_abv.py @@ -0,0 +1,31 @@ +from ..shared.namer import abv_filepath +from jobs.abv.abv_all_project_ci import ABV_AllProjectCiJob +from jobs.abv.abv_all_project_ci_nightly import ABV_AllProjectCiNightlyJob +from jobs.abv.abv_all_smoke_tests import ABV_AllSmokeTestsJob +from jobs.abv.abv_smoke_test import ABV_SmokeTestJob +from jobs.abv.abv_trunk_verification import ABV_TrunkVerificationJob + +def create_abv_ymls(metafile): + yml_files = {} + yml = {} + + for editor in metafile["editors"]: + for test_platform in metafile["smoke_test"]["test_platforms"]: + job = ABV_SmokeTestJob(editor, test_platform, metafile["smoke_test"]) + yml[job.job_id] = job.yml + + job = ABV_AllSmokeTestsJob(editor, metafile["smoke_test"]["test_platforms"]) + yml[job.job_id] = job.yml + + job = ABV_AllProjectCiJob(editor, metafile["abv"]["projects"], metafile["abv"]["trigger_editors"], metafile["target_branch"]) + yml[job.job_id] = job.yml + + if editor["version"] in metafile["nightly"]["allowed_editors"]: + job = ABV_AllProjectCiNightlyJob(editor, metafile["abv"]["projects"], metafile["smoke_test"]["test_platforms"], metafile["nightly"], metafile["target_branch"]) + yml[job.job_id] = job.yml + + job = ABV_TrunkVerificationJob(editor, metafile["trunk_verification"]["dependencies"]) + yml[job.job_id] = job.yml + + yml_files[abv_filepath()] = yml + return yml_files \ No newline at end of file diff --git a/.yamato/ruamel/jobs/editor/editor.py b/.yamato/ruamel/jobs/editor/editor.py new file mode 100644 index 00000000000..4138aaf7f80 --- /dev/null +++ b/.yamato/ruamel/jobs/editor/editor.py @@ -0,0 +1,39 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import editor_job_id +from ..shared.constants import VAR_UPM_REGISTRY, PATH_UNITY_REVISION +from ..shared.yml_job import YMLJob + +class Editor_PrimingJob(): + + def __init__(self, platform, editor, agent): + self.job_id = editor_job_id(editor["version"], platform["os"]) + self.yml = self.get_job_definition(platform, editor, agent).get_yml() + + + def get_job_definition(self, platform, editor, agent): + + components = platform["components"] + + if platform["os"].lower() == 'android': + platform_os = 'windows' + elif platform["os"].lower() == 'ios': + platform_os = 'macos' + else: + platform_os = platform["os"] + + # construct job + job = YMLJob() + job.set_name(f'[{editor["version"]},{platform["os"]}] Editor priming') + job.set_agent(agent) + job.set_skip_checkout(True) + job.add_var_custom('PATH', '/home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin') + job.add_var_custom('DISPLAY', dss(":0")) + job.add_var_upm_registry() + job.add_var_custom_revision(editor["version"]) + job.add_commands([ + f'pip install unity-downloader-cli --user --upgrade --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli {editor["cmd"]} -o {platform_os} --wait --skip-download {"".join([f"-c {c} " for c in components])} > {PATH_UNITY_REVISION}']) + job.add_artifacts_unity_revision() + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/editor/yml_editor.py b/.yamato/ruamel/jobs/editor/yml_editor.py new file mode 100644 index 00000000000..866664b1a87 --- /dev/null +++ b/.yamato/ruamel/jobs/editor/yml_editor.py @@ -0,0 +1,16 @@ + +from .editor import Editor_PrimingJob +from ..shared.namer import editor_filepath + +def create_editor_yml(metafile): + + yml_files = {} + + yml = {} + for platform in metafile["platforms"]: + for editor in metafile['editors']: + job = Editor_PrimingJob(platform, editor, metafile["agent"]) + yml[job.job_id] = job.yml + + yml_files[editor_filepath()] = yml + return yml_files \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/package_pack.py b/.yamato/ruamel/jobs/packages/package_pack.py new file mode 100644 index 00000000000..ba39af388dd --- /dev/null +++ b/.yamato/ruamel/jobs/packages/package_pack.py @@ -0,0 +1,27 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import package_job_id_pack +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL, PATH_PACKAGES_temp + +class Package_PackJob(): + + def __init__(self, package, agent): + self.package_id = package["id"] + self.job_id = package_job_id_pack(package["id"]) + self.yml = self.get_job_definition(package, agent).get_yml() + + + def get_job_definition(self, package, agent): + + # construct job + job = YMLJob() + job.set_name(f'Pack {package["name"]}') + job.set_agent(agent) + job.add_commands( [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'mkdir {PATH_PACKAGES_temp}\\{package["id"]}', + f'upm-ci package pack --package-path {package["packagename"]} --artifacts-path {PATH_PACKAGES_temp}/{package["id"]}']) + job.add_artifacts_packages(package_id=package["id"]) + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/package_publish.py b/.yamato/ruamel/jobs/packages/package_publish.py new file mode 100644 index 00000000000..0218a61a9a5 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/package_publish.py @@ -0,0 +1,32 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import package_job_id_publish, packages_filepath, package_job_id_pack, package_job_id_test +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL,PATH_PACKAGES_temp + +class Package_PublishJob(): + + def __init__(self, package, agent, platforms, target_editor): + self.package_id = package["id"] + self.job_id = package_job_id_publish(package["id"]) + self.yml = self.get_job_definition(package, agent, platforms, target_editor).get_yml() + + + def get_job_definition(self, package, agent, platforms, target_editor): + + # define dependencies + dependencies = [f'{packages_filepath()}#{package_job_id_pack(package["id"])}'] + dependencies.extend([f'{packages_filepath()}#{package_job_id_test(package["id"], platform["os"], target_editor)}' for platform in platforms]) + + # construct job + job = YMLJob() + job.set_name(f'Publish { package["name"]}') + job.set_agent(agent) + job.add_dependencies(dependencies) + job.add_commands([ + f'mkdir upm-ci~\\packages', + f'copy {PATH_PACKAGES_temp}\\{package["id"]}\\upm-ci~\\packages\\* upm-ci~\\packages', + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci package publish --package-path {package["packagename"]}']) + job.add_artifacts_packages() + return job + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/package_publish_all.py b/.yamato/ruamel/jobs/packages/package_publish_all.py new file mode 100644 index 00000000000..df1a871dc1b --- /dev/null +++ b/.yamato/ruamel/jobs/packages/package_publish_all.py @@ -0,0 +1,28 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import packages_filepath, package_job_id_publish, package_job_id_publish_all +from ..shared.yml_job import YMLJob + +class Package_PublishAllJob(): + + def __init__(self, packages, target_branch, agent): + self.job_id = package_job_id_publish_all() + self.yml = self.get_job_definition(packages, target_branch, agent).get_yml() + + + def get_job_definition(self, packages, target_branch, agent): + + # construct job + job = YMLJob() + job.set_name(f'Publish all packages') + job.set_agent(agent) + job.add_dependencies([f'{packages_filepath()}#{package_job_id_publish(package["id"])}' for package in packages]) + job.add_commands([ + f'git tag v$(cd com.unity.render-pipelines.core && node -e "console.log(require(\'./package.json\').version)")', + f'git push origin --tags']) + #job.add_trigger_recurrent(target_branch, 'daily') + return job + + + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/package_publish_dry.py b/.yamato/ruamel/jobs/packages/package_publish_dry.py new file mode 100644 index 00000000000..0c267b93c32 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/package_publish_dry.py @@ -0,0 +1,23 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import package_job_id_publish_dry, packages_filepath, package_job_id_pack, package_job_id_test +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL +from .package_publish import Package_PublishJob + + +class Package_PublishDryJob(): + + def __init__(self, package, agent, platforms, target_editor): + self.package_id = package["id"] + self.job_id = package_job_id_publish_dry(package["id"]) + self.yml = self.get_job_definition(package, agent, platforms, target_editor) + + + def get_job_definition(self, package, agent, platforms, target_editor): + + job = Package_PublishJob(package, agent, platforms, target_editor) + job.yml['commands'][-1] += ' --dry-run' + job.yml['name'] += ' [dry run]' + + return job.yml + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/package_test.py b/.yamato/ruamel/jobs/packages/package_test.py new file mode 100644 index 00000000000..efc3b9b8d5a --- /dev/null +++ b/.yamato/ruamel/jobs/packages/package_test.py @@ -0,0 +1,54 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.constants import PATH_UNITY_REVISION, NPM_UPMCI_INSTALL_URL, UNITY_DOWNLOADER_CLI_URL,PATH_PACKAGES_temp +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + + +class Package_TestJob(): + + def __init__(self, package, platform, editor): + self.package_id = package["id"] + self.job_id = package_job_id_test(package["id"],platform["os"],editor["version"]) + self.yml = self.get_job_definition(package,platform, editor).get_yml() + + + def get_job_definition(self, package, platform, editor): + + # define dependencies + dependencies = [f'{editor_filepath()}#{editor_job_id(editor["version"], platform["os"]) }'] + dependencies.extend([f'{packages_filepath()}#{package_job_id_pack(dep)}' for dep in package["dependencies"]]) + + + # define commands + commands = [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli --source-file {PATH_UNITY_REVISION} -c editor --wait --published-only'] + if platform["os"].lower() == 'windows': + commands.append(f'mkdir upm-ci~\\packages') + commands.append(f'copy {PATH_PACKAGES_temp}\\{package["id"]}\\upm-ci~\\packages\\packages.json upm-ci~\\packages') + commands.append(f'for /r {PATH_PACKAGES_temp} %%x in (*.tgz) do copy %%x upm-ci~\packages') + elif platform["os"].lower() == 'macos': + commands.append(f'mkdir upm-ci~ && mkdir upm-ci~/packages') + commands.append(f'cp {PATH_PACKAGES_temp}/{package["id"]}/upm-ci~/packages/packages.json upm-ci~/packages') + commands.append(f'cp {PATH_PACKAGES_temp}/**/upm-ci~/packages/*.tgz upm-ci~/packages') + + if package.get('hascodependencies', None) is not None: + commands.append(platform["copycmd"]) + commands.append(f'upm-ci package test -u {platform["editorpath"]} --package-path {package["packagename"]}') + + + # construct job + job = YMLJob() + job.set_name(f'Test { package["name"] } {platform["name"]} {editor["version"]}') + job.set_agent(platform['agent_package']) + job.add_dependencies(dependencies) + job.add_commands(commands) + job.add_artifacts_test_results() + return job + + + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/package_test_all.py b/.yamato/ruamel/jobs/packages/package_test_all.py new file mode 100644 index 00000000000..9dfbf3fe764 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/package_test_all.py @@ -0,0 +1,37 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import packages_filepath, package_job_id_test_all, package_job_id_test, package_job_id_test_dependencies +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + + +class Package_AllPackageCiJob(): + + def __init__(self, packages, agent, platforms, editor): + self.job_id = package_job_id_test_all(editor["version"]) + self.yml = self.get_job_definition(packages, agent, platforms, editor).get_yml() + + + def get_job_definition(self, packages, agent, platforms, editor): + + # define dependencies + dependencies = [] + for platform in platforms: + for package in packages: + dependencies.append(f'{packages_filepath()}#{package_job_id_test(package["id"],platform["os"],editor["version"])}') + #dependencies.append(f'{packages_filepath()}#{package_job_id_test_dependencies(package["id"],platform["os"],editor["version"])}') + + # construct job + job = YMLJob() + job.set_name(f'Pack and test all packages - { editor["version"] }') + job.set_agent(agent) + job.add_dependencies(dependencies) + job.add_commands([ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci package izon -t', + f'upm-ci package izon -d']) + # if editor['version'] == f'fast-{target_editor}': + # # trigger the job when updating the docs to avoid merging jpg images (this is not allowed by the package validation suite) + # job.set_trigger_on_expression(f'pull_request.target eq "{target_branch}" AND NOT pull_request.draft AND pull_request.push.changes.any match ["**/Documentation*/**/*"]') + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/package_test_dependencies.py b/.yamato/ruamel/jobs/packages/package_test_dependencies.py new file mode 100644 index 00000000000..a5f66098dd1 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/package_test_dependencies.py @@ -0,0 +1,51 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.constants import PATH_UNITY_REVISION, NPM_UPMCI_INSTALL_URL +from ..shared.yml_job import YMLJob + +class Package_TestDependenciesJob(): + + def __init__(self, package, platform, editor): + self.package_id = package["id"] + self.job_id = package_job_id_test_dependencies(package["id"],platform["os"],editor["version"]) + self.yml = self.get_job_definition(package,platform, editor).get_yml() + + + def get_job_definition(yml, package, platform, editor): + + # define dependencies + dependencies = [ + f'{editor_filepath()}#{editor_job_id(editor["version"], platform["os"]) }', + f'{packages_filepath()}#{package_job_id_test(package["id"],platform["os"],editor["version"])}'] + dependencies.extend([f'{packages_filepath()}#{package_job_id_pack(dep)}' for dep in package["dependencies"]]) + + + # define commands + commands = [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli --source-file {PATH_UNITY_REVISION} -c editor --wait --published-only'] + if package.get('hascodependencies', None) is not None: + if platform["os"].lower() == 'windows': + commands.append(f'mkdir upm-ci~\\packages') + commands.append(f'copy packages_temp\\{package["id"]}\\upm-ci~\\packages\\packages.json upm-ci~\\packages') + commands.append(f'for /r packages_temp %%x in (*.tgz) do copy %%x upm-ci~\packages') + elif platform["os"].lower() == 'macos': + commands.append(f'mkdir upm-ci~ && mkdir upm-ci~/packages') + commands.append(f'cp packages_temp/{package["id"]}/upm-ci~/packages/packages.json upm-ci~/packages') + commands.append(f'cp packages_temp/**/upm-ci~/packages/*.tgz upm-ci~/packages') + commands.append(platform["copycmd"]) + commands.append(f'upm-ci package test -u {platform["editorpath"]} --type updated-dependencies-tests --package-path {package["packagename"]}') + + + # construct job + job = YMLJob() + job.set_name(f'Test { package["name"] } {platform["name"]} {editor["version"]} - dependencies') + job.set_agent(platform['agent_package']) + job.add_dependencies(dependencies) + job.add_commands(commands) + job.add_artifacts_test_results() + return job + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/project_pack.py b/.yamato/ruamel/jobs/packages/project_pack.py new file mode 100644 index 00000000000..994923c0ba6 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/project_pack.py @@ -0,0 +1,24 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import projectcontext_job_id_pack +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + +class Project_PackJob(): + + def __init__(self, agent): + self.job_id = projectcontext_job_id_pack() + self.yml = self.get_job_definition(agent).get_yml() + + + def get_job_definition(self, agent): + # construct job + job = YMLJob() + job.set_name(f'Pack all [project context]') + job.set_agent(agent) + job.add_commands( [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci project pack --project-path TestProjects/SRP_SmokeTest']) + job.add_artifacts_packages() + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/project_publish.py b/.yamato/ruamel/jobs/packages/project_publish.py new file mode 100644 index 00000000000..9916bb85946 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/project_publish.py @@ -0,0 +1,30 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import projectcontext_filepath, projectcontext_job_id_pack, projectcontext_job_id_test, projectcontext_job_id_publish +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + +class Project_PublishJob(): + + def __init__(self, package, agent, platforms, target_editor): + self.package_id = package["id"] + self.job_id = projectcontext_job_id_publish(package["id"]) + self.yml = self.get_job_definition(package, agent, platforms, target_editor).get_yml() + + + def get_job_definition(self, package, agent, platforms, target_editor): + + # define dependencies + dependencies = [f'{projectcontext_filepath()}#{projectcontext_job_id_pack()}'] + dependencies.extend([f'{projectcontext_filepath()}#{projectcontext_job_id_test(platform["os"], target_editor)}' for platform in platforms]) + + # construct job + job = YMLJob() + job.set_name(f'Publish { package["name"]} [project context]') + job.set_agent(agent) + job.add_dependencies(dependencies) + job.add_commands([ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci package publish --package-path {package["packagename"]}']) + job.add_artifacts_packages() + return job + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/project_publish_all.py b/.yamato/ruamel/jobs/packages/project_publish_all.py new file mode 100644 index 00000000000..9ed4d274e61 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/project_publish_all.py @@ -0,0 +1,28 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import projectcontext_filepath, projectcontext_job_id_publish, projectcontext_job_id_publish_all +from ..shared.yml_job import YMLJob + +class Project_PublishAllJob(): + + def __init__(self, packages, target_branch, agent): + self.job_id = projectcontext_job_id_publish_all() + self.yml = self.get_job_definition(packages, target_branch, agent).get_yml() + + + def get_job_definition(self, packages, target_branch, agent): + + # construct job + job = YMLJob() + job.set_name(f'Publish all packages [project context]') + job.set_agent(agent) + job.add_dependencies([f'{projectcontext_filepath()}#{projectcontext_job_id_publish(package["id"])}' for package in packages]) + job.add_commands([ + f'git tag v$(cd com.unity.render-pipelines.core && node -e "console.log(require(\'./package.json\').version)")', + f'git push origin --tags']) + job.add_trigger_recurrent(target_branch, 'daily') + return job + + + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/project_publish_dry.py b/.yamato/ruamel/jobs/packages/project_publish_dry.py new file mode 100644 index 00000000000..c16dd4f09eb --- /dev/null +++ b/.yamato/ruamel/jobs/packages/project_publish_dry.py @@ -0,0 +1,22 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import projectcontext_filepath, projectcontext_job_id_pack, projectcontext_job_id_test, projectcontext_job_id_publish, projectcontext_job_id_publish_dry +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL +from .project_publish import Project_PublishJob + +class Project_PublishJob_DryRun(): + + def __init__(self, package, agent, platforms, target_editor): + self.package_id = package["id"] + self.job_id = projectcontext_job_id_publish_dry(package["id"]) + self.yml = self.get_job_definition(package, agent, platforms, target_editor) + + + def get_job_definition(self, package, agent, platforms, target_editor): + + job = Project_PublishJob(package, agent, platforms, target_editor) + job.yml['commands'][-1] += ' --dry-run' + job.yml['name'] += ' [dry run]' + + return job.yml + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/project_test.py b/.yamato/ruamel/jobs/packages/project_test.py new file mode 100644 index 00000000000..508192199d9 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/project_test.py @@ -0,0 +1,41 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.constants import PATH_UNITY_REVISION +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + +class Project_TestJob(): + + def __init__(self, platform, editor): + self.job_id = projectcontext_job_id_test(platform["os"],editor["version"]) + self.yml = self.get_job_definition(platform, editor).get_yml() + + + def get_job_definition(self, platform, editor): + + # define dependencies + dependencies = [f'{editor_filepath()}#{editor_job_id(editor["version"], platform["os"]) }'] + dependencies.extend([f'{projectcontext_filepath()}#{projectcontext_job_id_pack()}']) + + + # define commands + commands = [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli --source-file {PATH_UNITY_REVISION} -c editor --wait --published-only'] + commands.append(f'upm-ci project test -u {platform["editorpath"]} --project-path TestProjects/SRP_SmokeTest --type vetting-tests') + + + # construct job + job = YMLJob() + job.set_name(f'Test all packages [project context] {platform["name"]} {editor["version"]}') + job.set_agent(platform['agent_package']) + job.add_dependencies(dependencies) + job.add_commands(commands) + job.add_artifacts_test_results() + return job + + + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/project_test_all.py b/.yamato/ruamel/jobs/packages/project_test_all.py new file mode 100644 index 00000000000..37d647cc7b5 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/project_test_all.py @@ -0,0 +1,36 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import projectcontext_filepath, projectcontext_job_id_test_all, projectcontext_job_id_test +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + + +class Project_AllPackageCiJob(): + + def __init__(self, packages, agent, platforms, target_editor, target_branch, editor): + self.job_id = projectcontext_job_id_test_all(editor["version"]) + self.yml = self.get_job_definition(packages, agent, platforms, target_editor, target_branch, editor).get_yml() + + + def get_job_definition(self, packages, agent, platforms, target_editor, target_branch, editor): + + # define dependencies + dependencies = [] + for platform in platforms: + dependencies.append(f'{projectcontext_filepath()}#{projectcontext_job_id_test(platform["os"],editor["version"])}') + #dependencies.append(f'{packages_filepath()}#{package_job_id_test_dependencies(package["id"],platform["os"],editor["version"])}') + + # construct job + job = YMLJob() + job.set_name(f'Pack and test all packages - { editor["version"] } [project context]') + job.set_agent(agent) + job.add_dependencies(dependencies) + job.add_commands([ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci package izon -t', + f'upm-ci package izon -d']) + if editor['version'] == f'fast-{target_editor}': + # trigger the job when updating the docs to avoid merging jpg images (this is not allowed by the package validation suite) + job.set_trigger_on_expression(f'pull_request.target eq "{target_branch}" AND NOT pull_request.draft AND pull_request.push.changes.any match ["**/Documentation*/**/*"]') + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/yml_package.py b/.yamato/ruamel/jobs/packages/yml_package.py new file mode 100644 index 00000000000..fbce1931809 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/yml_package.py @@ -0,0 +1,43 @@ +from ..shared.namer import packages_filepath +from .package_pack import Package_PackJob +from .package_publish import Package_PublishJob +from .package_publish_dry import Package_PublishDryJob +from .package_test import Package_TestJob +from .package_test_dependencies import Package_TestDependenciesJob +from .package_publish_all import Package_PublishAllJob +from .package_test_all import Package_AllPackageCiJob + + +def create_package_ymls(metafile): + + yml_files = {} + yml = {} + + for package in metafile["packages"]: + job = Package_PackJob(package, metafile["agent_pack"]) + yml[job.job_id] = job.yml + + job = Package_PublishJob(package, metafile["agent_publish"], metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + job = Package_PublishDryJob(package, metafile["agent_publish"], metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + for editor in metafile["editors"]: + for platform in metafile["platforms"]: + for package in metafile["packages"]: + job = Package_TestJob(package, platform, editor) + yml[job.job_id] = job.yml + + job = Package_TestDependenciesJob(package, platform, editor) + yml[job.job_id] = job.yml + + for editor in metafile['editors']: + job = Package_AllPackageCiJob(metafile["packages"], metafile["agent_publish"], metafile["platforms"], editor) + yml[job.job_id] = job.yml + + job = Package_PublishAllJob(metafile["packages"], metafile["target_branch"], metafile["agent_publish_all"]) + yml[job.job_id] = job.yml + + yml_files[packages_filepath()] = yml + return yml_files \ No newline at end of file diff --git a/.yamato/ruamel/jobs/packages/yml_project.py b/.yamato/ruamel/jobs/packages/yml_project.py new file mode 100644 index 00000000000..5caa3b5a4a2 --- /dev/null +++ b/.yamato/ruamel/jobs/packages/yml_project.py @@ -0,0 +1,36 @@ +from ..shared.namer import projectcontext_filepath +from .project_pack import Project_PackJob +from .project_publish import Project_PublishJob +from .project_test import Project_TestJob +from .project_publish_all import Project_PublishAllJob +from .project_test_all import Project_AllPackageCiJob +from .project_publish_dry import Project_PublishJob_DryRun + +def create_projectcontext_ymls(metafile): + + yml_files = {} + yml = {} + + job = Project_PackJob(metafile["agent_pack"]) + yml[job.job_id] = job.yml + for package in metafile["packages"]: + job = Project_PublishJob(package, metafile["agent_publish"], metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + job = Project_PublishJob_DryRun(package, metafile["agent_publish"], metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + for editor in metafile["editors"]: + for platform in metafile["platforms"]: + job = Project_TestJob(platform, editor) + yml[job.job_id] = job.yml + + for editor in metafile['editors']: + job = Project_AllPackageCiJob(metafile["packages"], metafile["agent_publish"], metafile["platforms"], metafile["target_editor"], metafile["target_branch"], editor) + yml[job.job_id] = job.yml + + job = Project_PublishAllJob(metafile["packages"], metafile["target_branch"], metafile["agent_publish_all"]) + yml[job.job_id] = job.yml + + yml_files[projectcontext_filepath()] = yml + return yml_files \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_auto_version.py b/.yamato/ruamel/jobs/preview_publish/pb_auto_version.py new file mode 100644 index 00000000000..4a3fb5b2629 --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_auto_version.py @@ -0,0 +1,31 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import pb_job_id_auto_version +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + +class PreviewPublish_AutoVersionJob(): + + def __init__(self, agent, packages, target_branch, auto_version): + self.job_id = pb_job_id_auto_version() + self.yml = self.get_job_definition(agent, packages, target_branch, auto_version).get_yml() + + + def get_job_definition(self, agent, packages, target_branch, auto_version): + bump_packages_args = " ".join([f'--{package["type"]}-path {package["path"]}' for package in packages]) + + # construct job + job = YMLJob() + job.set_name(f'Auto version') + job.set_agent(agent) + job.add_var_custom('PATH', '/home/bokken/bin:/home/bokken/.local/bin:/usr/local/sbin:/usr/local/bin:/usr/sbin:/usr/bin:/sbin:/bin:/usr/games:/usr/local/games:/snap/bin:/sbin:/home/bokken/.npm-global/bin') + job.add_var_custom('DISPLAY', dss(":0")) + job.add_commands([ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci utils auto-version bump {bump_packages_args}', + f'upm-ci utils auto-version commit --push']) + job.set_trigger_on_expression(f'push.branch eq "{target_branch}" AND NOT push.changes.all match ["*template*/**/*.json"]') + job.add_artifacts_packages() + # if auto_version is True: + # job.add_trigger_integration_branch(target_branch) + return job + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_promote.py b/.yamato/ruamel/jobs/preview_publish/pb_promote.py new file mode 100644 index 00000000000..2e149e594d0 --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_promote.py @@ -0,0 +1,42 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL,PATH_PACKAGES_temp + +class PreviewPublish_PromoteJob(): + + def __init__(self, agent, package, platforms, target_editor, dry_run=False): + self.job_id = pb_job_id_promote(package["name"]) + self.yml = self.get_job_definition(agent, package, platforms, target_editor, dry_run).get_yml() + + + def get_job_definition(self, agent, package, platforms, target_editor, dry_run): + if package["publish_source"] != True: + raise Exception('Tried to promote package for which "publish_source" set to false.') + + # define dependencies + dependencies = [f'{packages_filepath()}#{package_job_id_pack(package["name"])}'] + + if dry_run: + dependencies.append(f'{packages_filepath()}#{package_job_id_publish_dry(package["name"])}') + else: + dependencies.append(f'{packages_filepath()}#{package_job_id_publish(package["name"])}') + + + for platform in platforms: + dependencies.append(f'{packages_filepath()}#{package_job_id_test(package["name"], platform["os"], target_editor)}') + + # construct job + job = YMLJob() + job.set_name(f'[{package["name"]}] Preview - Production Promote') + job.set_agent(agent) + job.add_var_custom('UPMCI_PROMOTION', 1) + job.add_dependencies(dependencies) + job.add_commands([ + f'copy {PATH_PACKAGES_temp}\\{package["name"]}\\upm-ci~\\packages\\packages.json upm-ci~\\packages', + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci {package["type"]} promote --{package["type"]}-path {package["path"]}']) + job.add_artifacts_packages() + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_promote_all_preview.py b/.yamato/ruamel/jobs/preview_publish/pb_promote_all_preview.py new file mode 100644 index 00000000000..3436de4605c --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_promote_all_preview.py @@ -0,0 +1,22 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class PreviewPublish_PromoteAllPreviewJob(): + + def __init__(self, packages, target_branch, auto_publish): + self.job_id = pb_job_id_promote_all_preview() + self.yml = self.get_job_definition(packages, target_branch, auto_publish).get_yml() + + + def get_job_definition(self, packages, target_branch, auto_publish): + + # construct job + job = YMLJob() + job.set_name(f'Promote all preview packages - nightly') + job.add_dependencies([f'{pb_filepath()}#{pb_job_id_promote(package["name"])}' for package in packages]) + #if auto_publish is True: + # job.add_trigger_recurrent(target_branch, 'daily') + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_promote_all_preview_project.py b/.yamato/ruamel/jobs/preview_publish/pb_promote_all_preview_project.py new file mode 100644 index 00000000000..6af7d57d900 --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_promote_all_preview_project.py @@ -0,0 +1,22 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class PreviewPublish_ProjectContext_PromoteAllPreviewJob(): + + def __init__(self, packages, target_branch, auto_publish): + self.job_id = pb_projectcontext_job_id_promote_all_preview() + self.yml = self.get_job_definition(packages, target_branch, auto_publish).get_yml() + + + def get_job_definition(self, packages, target_branch, auto_publish): + + # construct job + job = YMLJob() + job.set_name(f'Promote all preview packages - nightly [project context]') + job.add_dependencies([f'{pb_filepath()}#{pb_projectcontext_job_id_promote(package["name"])}' for package in packages]) + #if auto_publish is True: + # job.add_trigger_recurrent(target_branch, 'daily') + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_promote_dry.py b/.yamato/ruamel/jobs/preview_publish/pb_promote_dry.py new file mode 100644 index 00000000000..e3974ba2e85 --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_promote_dry.py @@ -0,0 +1,19 @@ +from ..shared.namer import * +from .pb_promote import PreviewPublish_PromoteJob + + +class PreviewPublish_PromoteDryJob(): + + def __init__(self, agent, package, platforms, target_editor): + self.job_id = pb_job_id_promote_dry(package["name"]) + self.yml = self.get_job_definition(agent, package, platforms, target_editor) + + + def get_job_definition(self, agent, package, platforms, target_editor): + job = PreviewPublish_PromoteJob(agent, package, platforms, target_editor, dry_run=True) + job.yml['commands'][-1] += ' --dry-run' + job.yml['name'] += ' [dry run]' + + return job.yml + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_promote_project.py b/.yamato/ruamel/jobs/preview_publish/pb_promote_project.py new file mode 100644 index 00000000000..ecb066ad66b --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_promote_project.py @@ -0,0 +1,40 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + +class PreviewPublish_ProjectContext_PromoteJob(): + + def __init__(self, agent, package, platforms, target_editor, dry_run=False): + self.job_id = pb_projectcontext_job_id_promote(package["name"]) + self.yml = self.get_job_definition(agent, package, platforms, target_editor, dry_run).get_yml() + + + def get_job_definition(self, agent, package, platforms, target_editor, dry_run): + if package["publish_source"] != True: + raise Exception('Tried to promote package for which "publish_source" set to false.') + + # define dependencies + dependencies = [f'{projectcontext_filepath()}#{projectcontext_job_id_pack()}'] + + if dry_run: + dependencies.append(f'{projectcontext_filepath()}#{projectcontext_job_id_publish_dry(package["name"])}') + else: + dependencies.append(f'{projectcontext_filepath()}#{projectcontext_job_id_publish(package["name"])}') + + for platform in platforms: + dependencies.append(f'{projectcontext_filepath()}#{projectcontext_job_id_test(platform["os"], target_editor)}') + + # construct job + job = YMLJob() + job.set_name(f'[{package["name"]}] Preview - Production Promote [project context]') + job.set_agent(agent) + job.add_var_custom('UPMCI_PROMOTION', 1) + job.add_dependencies(dependencies) + job.add_commands([ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci {package["type"]} promote --{package["type"]}-path {package["path"]}']) + job.add_artifacts_packages() + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_promote_project_dry.py b/.yamato/ruamel/jobs/preview_publish/pb_promote_project_dry.py new file mode 100644 index 00000000000..54bb4355bf2 --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_promote_project_dry.py @@ -0,0 +1,19 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL +from .pb_promote_project import PreviewPublish_ProjectContext_PromoteJob + +class PreviewPublish_ProjectContext_PromoteJob_DryRun(): + + def __init__(self, agent, package, platforms, target_editor): + self.job_id = pb_projectcontext_job_id_promote_dry(package["name"]) + self.yml = self.get_job_definition(agent, package, platforms, target_editor) + + + def get_job_definition(self, agent, package, platforms, target_editor): + job = PreviewPublish_ProjectContext_PromoteJob(agent, package, platforms, target_editor, dry_run=True) + job.yml['commands'][-1] += ' --dry-run' + job.yml['name'] += ' [dry run]' + + return job.yml \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/pb_wait_for_nightly.py b/.yamato/ruamel/jobs/preview_publish/pb_wait_for_nightly.py new file mode 100644 index 00000000000..02e5416c0fd --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/pb_wait_for_nightly.py @@ -0,0 +1,29 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class PreviewPublish_WaitForNightlyJob(): + + def __init__(self, packages, platforms,target_editor): + self.job_id = pb_job_id_wait_for_nightly() + self.yml = self.get_job_definition(packages, platforms, target_editor).get_yml() + + + def get_job_definition(self, packages, platforms, target_editor): + + dependencies = [f'{abv_filepath()}#{abv_job_id_all_project_ci_nightly(target_editor)}'] + + for package in packages: + dependencies.append(f'{packages_filepath()}#{package_job_id_pack(package["name"])}') + + + for platform in platforms: + dependencies.append(f'{packages_filepath()}#{package_job_id_test(package["name"], platform["os"], target_editor)}') + + # construct job + job = YMLJob() + job.set_name(f'Wait for nightly') + job.add_dependencies(dependencies) + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/preview_publish/yml_pb.py b/.yamato/ruamel/jobs/preview_publish/yml_pb.py new file mode 100644 index 00000000000..e13975d7861 --- /dev/null +++ b/.yamato/ruamel/jobs/preview_publish/yml_pb.py @@ -0,0 +1,46 @@ + +from ..shared.namer import pb_filepath +from .pb_promote import PreviewPublish_PromoteJob +from .pb_promote_dry import PreviewPublish_PromoteDryJob +from .pb_auto_version import PreviewPublish_AutoVersionJob +from .pb_promote_all_preview import PreviewPublish_PromoteAllPreviewJob +from .pb_wait_for_nightly import PreviewPublish_WaitForNightlyJob +from .pb_promote_project import PreviewPublish_ProjectContext_PromoteJob +from .pb_promote_all_preview_project import PreviewPublish_ProjectContext_PromoteAllPreviewJob +from .pb_promote_project_dry import PreviewPublish_ProjectContext_PromoteJob_DryRun + +def create_preview_publish_ymls(metafile): + + yml_files = {} + yml = {} + + job = PreviewPublish_AutoVersionJob(metafile["agent_auto_version"], metafile["packages"], metafile["target_branch"], metafile["publishing"]["auto_version"]) + yml[job.job_id] = job.yml + + job = PreviewPublish_PromoteAllPreviewJob(metafile["packages"], metafile["target_branch"], metafile["publishing"]["auto_publish"]) + yml[job.job_id] = job.yml + + job = PreviewPublish_ProjectContext_PromoteAllPreviewJob(metafile["packages"], metafile["target_branch"], metafile["publishing"]["auto_publish"]) + yml[job.job_id] = job.yml + + job = PreviewPublish_WaitForNightlyJob(metafile["packages"], metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + for package in metafile["packages"]: + + if package["publish_source"] == True: + + job = PreviewPublish_PromoteJob(metafile["agent_promote"], package, metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + job = PreviewPublish_ProjectContext_PromoteJob(metafile["agent_promote"], package, metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + job = PreviewPublish_ProjectContext_PromoteJob_DryRun(metafile["agent_promote"], package, metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + job = PreviewPublish_PromoteDryJob(metafile["agent_promote"], package, metafile["platforms"], metafile["target_editor"]) + yml[job.job_id] = job.yml + + yml_files[pb_filepath()] = yml + return yml_files diff --git a/.yamato/ruamel/jobs/projects/_project_base.py b/.yamato/ruamel/jobs/projects/_project_base.py new file mode 100644 index 00000000000..ad128dba978 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/_project_base.py @@ -0,0 +1,34 @@ +from ruamel import yaml +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ruamel.yaml.scalarstring import PlainScalarString as pss +from .commands._cmd_mapper import get_cmd +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +def _job(project_name, test_platform_name, editor, platform, api, cmd): + + # define name + if test_platform_name.lower() == 'standalone_build': + job_name = f'Build {project_name} on {platform["name"]}_{api["name"]}_Player on version {editor["version"]}' + else: + job_name = f'{project_name} on {platform["name"]}_{api["name"]}_{test_platform_name} on version {editor["version"]}' + + # define agent + platform_agents_project = platform.get(f'agents_project_{api["name"]}', platform.get('agents_project')) + agent = platform_agents_project.get(f'{test_platform_name.lower()}', platform_agents_project['default']) # replace(" ","_") called for playmode_XR + + # define dependencies + dependencies = [{ + 'path' : f'{editor_filepath()}#{editor_job_id(editor["version"], platform["os"])}', + 'rerun' : editor["rerun_strategy"]}] + + # construct job + job = YMLJob() + job.set_name(job_name) + job.set_agent(agent) + job.add_var_upm_registry() + job.add_var_custom_revision(editor["version"]) + job.add_dependencies(dependencies) + job.add_commands(cmd) + job.add_artifacts_test_results() + return job diff --git a/.yamato/ruamel/jobs/projects/commands/_cmd_mapper.py b/.yamato/ruamel/jobs/projects/commands/_cmd_mapper.py new file mode 100644 index 00000000000..adf3d0ea03b --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/_cmd_mapper.py @@ -0,0 +1,40 @@ +from . import win, osx_openglcore, osx_metal, linux, android, osx_metal_split, linux_split, iphone + +cmd_map = { + 'win' : { + 'not_standalone': win.cmd_not_standalone, + 'standalone' : win.cmd_standalone, + 'standalone_build' : win.cmd_standalone_build + }, + 'osx_openglcore' : { + 'not_standalone': osx_openglcore.cmd_not_standalone, + 'standalone' : osx_openglcore.cmd_standalone, + 'standalone_build' : osx_openglcore.cmd_standalone_build + }, + 'osx_metal' : { + 'not_standalone': osx_metal.cmd_not_standalone, + 'standalone' : osx_metal.cmd_standalone, + 'standalone_build' : osx_metal.cmd_standalone_build + }, + 'linux' : { + 'not_standalone': linux.cmd_not_standalone, + 'standalone' : linux.cmd_standalone, + 'standalone_build' : linux.cmd_standalone_build + }, + 'android' : { + 'not_standalone': android.cmd_not_standalone, + 'standalone' : android.cmd_standalone, + 'standalone_build' : android.cmd_standalone_build + }, + 'iphone' : { + 'not_standalone': iphone.cmd_not_standalone, + 'standalone' : iphone.cmd_standalone, + 'standalone_build' : iphone.cmd_standalone_build + } + +} + + +def get_cmd(platform_name, api, test_platform_type): + # Returns commands from platformname_apiname key if such key is present, or from platformname otherwise + return cmd_map.get(f'{platform_name}_{api["name"]}'.lower(), cmd_map.get(platform_name.lower()))[test_platform_type] diff --git a/.yamato/ruamel/jobs/projects/commands/android.py b/.yamato/ruamel/jobs/projects/commands/android.py new file mode 100644 index 00000000000..21bf71824d5 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/android.py @@ -0,0 +1,43 @@ +from ...shared.constants import TEST_PROJECTS_DIR, PATH_UNITY_REVISION, PATH_TEST_RESULTS, PATH_PLAYERS +from ruamel.yaml.scalarstring import PreservedScalarString as pss + +def _cmd_base(project_folder, components): + return [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli --source-file %YAMATO_SOURCE_DIR%/{PATH_UNITY_REVISION} -p WindowsEditor {"".join([f"-c {c} " for c in components])} --wait --published-only' + ] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + raise Exception('android: only standalone available') + +def cmd_standalone(project_folder, platform, api, test_platform_args): + base = [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat' + ] + base.extend([ + f'%ANDROID_SDK_ROOT%\platform-tools\\adb.exe connect %BOKKEN_DEVICE_IP%', + f'powershell %ANDROID_SDK_ROOT%\platform-tools\\adb.exe devices', + f'NetSh Advfirewall set allprofiles state off', + pss(f''' + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + utr --suite=playmode --platform=Android --editor-location=WindowsEditor --artifacts_path={PATH_TEST_RESULTS} --player-load-path={PATH_PLAYERS} --scripting-backend=il2cpp --timeout=1200'''), + f'start %ANDROID_SDK_ROOT%\platform-tools\\adb.exe kill-server' + ]) + return base + + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\OpenJDK %JAVA_HOME% || exit 0', + f'mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\SDK %ANDROID_SDK_ROOT% || exit 0', + f'mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\\NDK %ANDROID_NDK_ROOT% || exit 0' + ]) + + if api["name"].lower() =='vulkan': + base.append(f'utr --suite=playmode --platform=Android --testproject={TEST_PROJECTS_DIR}\{project_folder} --extra-editor-arg="-executemethod" --extra-editor-arg="SetupProject.ApplySettings" --extra-editor-arg="vulkan" --editor-location=WindowsEditor --artifacts_path={PATH_TEST_RESULTS} --player-save-path={PATH_PLAYERS} --scripting-backend=il2cpp --timeout=1200 --build-only') + else: + base.append(f'utr --suite=playmode --platform=Android --testproject={TEST_PROJECTS_DIR}\{project_folder} --editor-location=WindowsEditor --artifacts_path={PATH_TEST_RESULTS} --player-save-path={PATH_PLAYERS} --scripting-backend=il2cpp --timeout=1200 --build-only') + return base \ No newline at end of file diff --git a/.yamato/ruamel/jobs/projects/commands/iphone.py b/.yamato/ruamel/jobs/projects/commands/iphone.py new file mode 100644 index 00000000000..8bc568e6f76 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/iphone.py @@ -0,0 +1,27 @@ +from ...shared.constants import TEST_PROJECTS_DIR, PATH_UNITY_REVISION, PATH_TEST_RESULTS, PATH_PLAYERS +from ruamel.yaml.scalarstring import PreservedScalarString as pss + +def _cmd_base(project_folder, components): + return [] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + raise Exception('iPhone: only standalone available') + +def cmd_standalone(project_folder, platform, api, test_platform_args): + return [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output utr', + f'chmod +x ./utr', + f'./utr --suite=playmode --platform=iOS --player-load-path={PATH_PLAYERS} --artifacts_path={PATH_TEST_RESULTS}' + ] + + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + components = platform["components"] + return [ + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli --source-file $YAMATO_SOURCE_DIR/{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in components])} --wait --published-only', + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output utr', + f'chmod +x ./utr', + f'./utr --suite=playmode --platform=iOS --editor-location=.Editor --testproject={TEST_PROJECTS_DIR}/{project_folder} --player-save-path={PATH_PLAYERS} --artifacts_path={PATH_TEST_RESULTS} --build-only' + ] \ No newline at end of file diff --git a/.yamato/ruamel/jobs/projects/commands/linux.py b/.yamato/ruamel/jobs/projects/commands/linux.py new file mode 100644 index 00000000000..c85cc2c017b --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/linux.py @@ -0,0 +1,30 @@ +from ...shared.constants import TEST_PROJECTS_DIR,PATH_UNITY_REVISION, PATH_TEST_RESULTS + +def _cmd_base(project_folder, components): + return [ + f'sudo -H pip install --upgrade pip', + f'sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'chmod +x {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'cd {TEST_PROJECTS_DIR}/{project_folder} && sudo unity-downloader-cli --source-file ../../{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in components])} --wait --published-only' + ] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && DISPLAY=:0.0 ./utr {test_platform_args} --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS}' + ]) + base[-1] += f' --extra-editor-arg="{api["cmd"]}"' if api["name"] != "" else '' + return base + +def cmd_standalone(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && DISPLAY=:0.0 ./utr {test_platform_args}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{api["name"]}Linear" --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS}' + ]) + return base + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + raise Exception('linux: standalone_split set to true but build commands not specified') + diff --git a/.yamato/ruamel/jobs/projects/commands/linux_split.py b/.yamato/ruamel/jobs/projects/commands/linux_split.py new file mode 100644 index 00000000000..e124550f244 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/linux_split.py @@ -0,0 +1,37 @@ +from ...shared.constants import TEST_PROJECTS_DIR,PATH_UNITY_REVISION, PATH_TEST_RESULTS, PATH_PLAYERS + +def _cmd_base(project_folder, components): + return [ + f'sudo -H pip install --upgrade pip', + f'sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'chmod +x {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'cd {TEST_PROJECTS_DIR}/{project_folder} && unity-downloader-cli --source-file ../../{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in components])} --wait --published-only' + ] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && DISPLAY=:0.0 utr {test_platform_args} --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS}' + ]) + base[-1] += f' --extra-editor-arg="{platform["apis"][api]}"' if (api != "" and platform["apis"][api] != None) else '' + return base + +def cmd_standalone(project_folder, platform, api, test_platform_args): + base = [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'chmod +x {TEST_PROJECTS_DIR}/{project_folder}/utr', + ] + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && DISPLAY=:0.0 utr {test_platform_args}Linux64 --artifacts_path={PATH_TEST_RESULTS} --timeout=1200 --player-load-path=.{PATH_PLAYERS} --player-connection-ip=auto' + ]) + return base + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && DISPLAY=:0.0 utr {test_platform_args}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{api["name"]}Linear" --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS} --timeout=1200 --player-save-path=.{PATH_PLAYERS} --build-only' + ]) + return base + diff --git a/.yamato/ruamel/jobs/projects/commands/osx_metal.py b/.yamato/ruamel/jobs/projects/commands/osx_metal.py new file mode 100644 index 00000000000..41705b7ed61 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/osx_metal.py @@ -0,0 +1,42 @@ + +from ruamel.yaml.scalarstring import PreservedScalarString as pss +from ...shared.constants import REPOSITORY_NAME, TEST_PROJECTS_DIR, PATH_UNITY_REVISION, PATH_TEST_RESULTS, VAR_UPM_REGISTRY + +def _cmd_base(project_folder, components): + return [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'chmod +x {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc \'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade\'"', + f'scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/{REPOSITORY_NAME}', + f'scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini', + f'ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP \'/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/{REPOSITORY_NAME}/{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in components])} --wait --published-only\'' + ] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + pss(f''' + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY={VAR_UPM_REGISTRY}; echo \$UPM_REGISTRY; cd ~/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder} && ~/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/utr {test_platform_args} --testproject=/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}" + UTR_RESULT=$? + mkdir -p {TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ {TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ + exit $UTR_RESULT''') + ]) + return base + +def cmd_standalone(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + pss(f''' + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY={VAR_UPM_REGISTRY}; echo \$UPM_REGISTRY; cd ~/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder} && ~/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/utr {test_platform_args}OSX --testproject=/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS} --timeout=2400" + UTR_RESULT=$? + mkdir -p {TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ {TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ + exit $UTR_RESULT''') + ]) + return base + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + raise Exception('osx_metal: standalone_split set to true but build commands not specified') + diff --git a/.yamato/ruamel/jobs/projects/commands/osx_metal_split.py b/.yamato/ruamel/jobs/projects/commands/osx_metal_split.py new file mode 100644 index 00000000000..612b1370337 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/osx_metal_split.py @@ -0,0 +1,57 @@ + +from ruamel.yaml.scalarstring import PreservedScalarString as pss +from ...shared.constants import REPOSITORY_NAME, TEST_PROJECTS_DIR, PATH_UNITY_REVISION, PATH_TEST_RESULTS, PATH_PLAYERS + +def _cmd_base(project, components): + return [ ] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + return [ + #f'git clone git@github.cds.internal.unity3d.com:unity/utr.git {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'chmod +x {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc \'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade\'"', + f'scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/{REPOSITORY_NAME}', + f'scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini', + f'ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP \'/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/{REPOSITORY_NAME}/{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in platform["components"]])} --wait --published-only\'', + pss(f''' + set GIT_BRANCH=$GIT_BRANCH + set GIT_REVISION=$GIT_REVISION + set YAMATO_JOB_ID=$YAMATO_JOB_ID + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder} && ~/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/utr/utr { test_platform_args } --testproject=/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}' + + UTR_RESULT=$? + mkdir -p {TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/{REPOSITORY_NAME}/{TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ {TEST_PROJECTS_DIR}/{project_folder}/{PATH_TEST_RESULTS}/ + exit $UTR_RESULT''') + ] + +def cmd_standalone(project_folder, platform, api, test_platform_args): + return [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output utr', + f'chmod +x ./utr', + f'scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../{REPOSITORY_NAME}/ bokken@$BOKKEN_DEVICE_IP:~/{REPOSITORY_NAME}', + f'scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini', + pss(f''' + export GIT_BRANCH=$GIT_BRANCH + export GIT_REVISION=$GIT_REVISION + export YAMATO_JOB_ID=$YAMATO_JOB_ID + export YAMATO_JOBDEFINITION_NAME=$YAMATO_JOBDEFINITION_NAME + export YAMATO_PROJECT_ID=$YAMATO_PROJECT_ID + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP -T "./utr {test_platform_args}OSX --player-load-path=~/{REPOSITORY_NAME}/{PATH_PLAYERS} --artifacts_path=~/{REPOSITORY_NAME}/build/{PATH_TEST_RESULTS} --player-connection-ip=127.0.0.1" + + UTR_RESULT=$? + mkdir -p build/{PATH_TEST_RESULTS}/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:~/{REPOSITORY_NAME}/build/{PATH_TEST_RESULTS}/ build/{PATH_TEST_RESULTS}/ + exit $UTR_RESULT''') + ] + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + return [ + f'git clone git@github.cds.internal.unity3d.com:unity/utr.git {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'cd {TEST_PROJECTS_DIR}/{project_folder} && unity-downloader-cli --source-file ../../{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in platform["components"]])} --wait --published-only', + f'cd {TEST_PROJECTS_DIR}/{project_folder} && utr/utr {test_platform_args}OSX --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildOSXMetal" --testproject=. --editor-location=.Editor --artifacts_path=build-results --timeout=3600 --player-save-path={PATH_PLAYERS} --build-only' + ] + diff --git a/.yamato/ruamel/jobs/projects/commands/osx_openglcore.py b/.yamato/ruamel/jobs/projects/commands/osx_openglcore.py new file mode 100644 index 00000000000..22d0338f6cd --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/osx_openglcore.py @@ -0,0 +1,35 @@ +from ...shared.constants import TEST_PROJECTS_DIR, PATH_UNITY_REVISION, PATH_TEST_RESULTS, PATH_PLAYERS + +def _cmd_base(project_folder, components): + return [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'chmod +x {TEST_PROJECTS_DIR}/{project_folder}/utr', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'cd {TEST_PROJECTS_DIR}/{project_folder} && unity-downloader-cli --source-file ../../{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in components])} --wait --published-only' + ] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && ./utr {test_platform_args} --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS}' + ]) + return base + +def cmd_standalone(project_folder, platform, api, test_platform_args): + # base = _cmd_base(project, platform["components"]) + # base.extend([ + # f'cd {TEST_PROJECTS_DIR}/{project_folder} && utr/utr {test_platform_args}OSX --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS} --timeout=1200 --player-load-path={PATH_PLAYERS} --player-connection-ip=auto' + # ]) + # return base + raise Exception("OSX_OpenGlCore standalone should not be called") + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + # base = _cmd_base(project, platform["components"]) + # base.extend([ + # f'cd {TEST_PROJECTS_DIR}/{project_folder} && utr/utr {test_platform_args}OSX --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS} --timeout=1200 --player-save-path={PATH_PLAYERS} --build-only' + # ]) + # return base + raise Exception("OSX_OpenGlCore standalone should not be called") + + diff --git a/.yamato/ruamel/jobs/projects/commands/win.py b/.yamato/ruamel/jobs/projects/commands/win.py new file mode 100644 index 00000000000..299ad9ab061 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/commands/win.py @@ -0,0 +1,38 @@ +from ...shared.constants import TEST_PROJECTS_DIR, PATH_UNITY_REVISION, PATH_TEST_RESULTS, PATH_PLAYERS + +def _cmd_base(project_folder, components): + return [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output {TEST_PROJECTS_DIR}/{project_folder}/utr.bat', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'cd {TEST_PROJECTS_DIR}/{project_folder} && unity-downloader-cli --source-file ../../{PATH_UNITY_REVISION} {"".join([f"-c {c} " for c in components])} --wait --published-only' + ] + + +def cmd_not_standalone(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && utr {test_platform_args} --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS}' + ]) + base[-1] += f' --extra-editor-arg="{api["cmd"]}"' if api["name"] != "" else '' + return base + +def cmd_standalone(project_folder, platform, api, test_platform_args): + base = [ + f'curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output {TEST_PROJECTS_DIR}/{project_folder}/utr.bat' + ] + + if project_folder.lower() == 'UniversalGraphicsTest'.lower(): + base.append('cd Tools && powershell -command ". .\\Unity.ps1; Set-ScreenResolution -width 1920 -Height 1080"') + + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && utr {test_platform_args}Windows64 --artifacts_path={PATH_TEST_RESULTS} --timeout=1200 --player-load-path=../../{PATH_PLAYERS} --player-connection-ip=auto' + ]) + return base + + +def cmd_standalone_build(project_folder, platform, api, test_platform_args): + base = _cmd_base(project_folder, platform["components"]) + base.extend([ + f'cd {TEST_PROJECTS_DIR}/{project_folder} && utr {test_platform_args}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{api["name"]}Linear" --testproject=. --editor-location=.Editor --artifacts_path={PATH_TEST_RESULTS} --timeout=1200 --player-save-path=../../{PATH_PLAYERS} --build-only' + ]) + return base diff --git a/.yamato/ruamel/jobs/projects/project_all.py b/.yamato/ruamel/jobs/projects/project_all.py new file mode 100644 index 00000000000..a0b9b9f72a9 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/project_all.py @@ -0,0 +1,41 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob + +class Project_AllJob(): + + def __init__(self, project, editor, dependencies_in_all): + self.project = project + self.job_id = project_job_id_all(project, editor["version"]) + self.yml = self.get_job_definition(project, editor, dependencies_in_all).get_yml() + + + def get_job_definition(self, project, editor, dependencies_in_all): + + # define dependencies + dependencies = [] + for dep in dependencies_in_all: + project_dep = dep.get('project', project) + + if dep.get("all"): + dependencies.append({ + 'path': f'{project_filepath_all(project_dep)}#{project_job_id_all(project_dep, editor["version"])}', + 'rerun': editor["rerun_strategy"]}) + else: + for test_platform in dep["test_platforms"]: + + file = project_filepath_specific(project_dep, dep["platform"], dep["api"]) + job_id = project_job_id_test(project_dep,dep["platform"],dep["api"],test_platform,editor["version"]) + + dependencies.append({ + 'path' : f'{file}#{job_id}', + 'rerun' : editor["rerun_strategy"]}) + + # construct job + job = YMLJob() + job.set_name(f'All {project} CI - {editor["version"]}') + job.add_dependencies(dependencies) + job.add_var_custom_revision(editor["version"]) + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/projects/project_not_standalone.py b/.yamato/ruamel/jobs/projects/project_not_standalone.py new file mode 100644 index 00000000000..565716a683c --- /dev/null +++ b/.yamato/ruamel/jobs/projects/project_not_standalone.py @@ -0,0 +1,20 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import project_job_id_test +from .commands._cmd_mapper import get_cmd +from ._project_base import _job + +class Project_NotStandaloneJob(): + + def __init__(self, project, editor, platform, api, test_platform): + self.project_name = project["name"] + self.job_id = project_job_id_test(project["name"],platform["name"],api["name"],test_platform["name"],editor["version"]) + self.yml = self.get_job_definition(project, editor, platform, api, test_platform).get_yml() + + + def get_job_definition(self, project, editor, platform, api, test_platform): + + cmd = get_cmd(platform["name"], api, 'not_standalone') + job = _job(project["name"], test_platform["name"], editor, platform, api, cmd(project["folder"], platform, api, test_platform["args"])) + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/projects/project_standalone.py b/.yamato/ruamel/jobs/projects/project_standalone.py new file mode 100644 index 00000000000..2b7249ea197 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/project_standalone.py @@ -0,0 +1,46 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import project_filepath_specific, project_job_id_build, project_job_id_test +from .commands._cmd_mapper import get_cmd +from ._project_base import _job +from .project_standalone_build import Project_StandaloneBuildJob + +class Project_StandaloneJob(): + + def __init__(self, project, editor, platform, api, test_platform): + self.build_job = self.get_StandaloneBuildJob(project, editor, platform, api, test_platform) + + self.project_name = project["name"] + self.job_id = project_job_id_test(project["name"],platform["name"],api["name"],test_platform["name"],editor["version"]) + self.yml = self.get_job_definition(project, editor, platform, api, test_platform, self.build_job).get_yml() + + + def get_StandaloneBuildJob(self, project, editor, platform, api, test_platform): + try: + return Project_StandaloneBuildJob(project, editor, platform, api, test_platform) + except: + return None + + + def get_job_definition(self, project, editor, platform, api, test_platform, build_job): + + project_folder = project.get("folder_standalone", project["folder"]) + cmd = get_cmd(platform["name"], api, 'standalone') + job = _job(project["name"], test_platform["name"], editor, platform, api, cmd(project_folder, platform, api, test_platform["args"])) + + if build_job is not None: + + job.add_dependencies([{ + 'path' : f'{project_filepath_specific(project["name"], platform["name"], api["name"])}#{build_job.job_id}', + 'rerun' : f'{editor["rerun_strategy"]}' + }]) + + if not (project["name"].lower() == 'universal' and platform["name"].lower() == 'win' and test_platform["name"].lower() == 'standalone') : + job.set_skip_checkout(True) + + return job + + + + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/projects/project_standalone_build.py b/.yamato/ruamel/jobs/projects/project_standalone_build.py new file mode 100644 index 00000000000..cd444aaf765 --- /dev/null +++ b/.yamato/ruamel/jobs/projects/project_standalone_build.py @@ -0,0 +1,22 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import project_job_id_build +from .commands._cmd_mapper import get_cmd +from ._project_base import _job + +class Project_StandaloneBuildJob(): + + def __init__(self, project, editor, platform, api, test_platform): + self.project_name = project["name"] + self.job_id = project_job_id_build(project["name"],platform["name"],api["name"],editor["version"]) + self.yml = self.get_job_definition(project, editor, platform, api, test_platform).get_yml() + + + def get_job_definition(self, project, editor, platform, api, test_platform): + + project_folder = project.get("folder_standalone", project["folder"]) + cmd = get_cmd(platform["name"], api, 'standalone_build') + job = _job(project["name"], 'standalone_build', editor, platform, api, cmd(project_folder, platform, api, test_platform["args"])) + + job.add_artifacts_players() + return job + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/projects/yml_project.py b/.yamato/ruamel/jobs/projects/yml_project.py new file mode 100644 index 00000000000..fde2c002b9b --- /dev/null +++ b/.yamato/ruamel/jobs/projects/yml_project.py @@ -0,0 +1,52 @@ +from .project_not_standalone import Project_NotStandaloneJob +from .project_standalone import Project_StandaloneJob +from ..shared.namer import project_filepath_specific +from .project_all import Project_AllJob +from ..shared.namer import project_filepath_all + + +def create_project_ymls(metafile): + + yml_files = {} + + # project_all yml file + yml = {} + for editor in metafile['editors']: + job = Project_AllJob(metafile["project"]["name"], editor, metafile["all"]["dependencies"]) + yml[job.job_id] = job.yml + + yml_file = project_filepath_all(metafile["project"]["name"]) + yml_files[yml_file] = yml + + # run project specific jobs only if platforms are specified + if metafile.get('platforms') != None: + + # project platform_api specific yml files + project = metafile["project"] + + for platform in metafile['platforms']: + for api in platform['apis'] or [""]: + if platform["name"]=='Android': + m=5 + yml = {} + for editor in metafile['editors']: + for test_platform in metafile['test_platforms']: + + if test_platform['name'].lower() not in map(str.lower, api.get('exclude_test_platforms', [])): + + if test_platform['name'].lower() == 'standalone': + job = Project_StandaloneJob(project, editor, platform, api, test_platform) + yml[job.job_id] = job.yml + + if job.build_job is not None: + yml[job.build_job.job_id] = job.build_job.yml + + else: + job = Project_NotStandaloneJob(project, editor, platform, api, test_platform) + yml[job.job_id] = job.yml + + # store yml per [project]-[platform]-[api] + yml_file = project_filepath_specific(project["name"], platform["name"], api["name"]) + yml_files[yml_file] = yml + + return yml_files \ No newline at end of file diff --git a/.yamato/ruamel/jobs/shared/constants.py b/.yamato/ruamel/jobs/shared/constants.py new file mode 100644 index 00000000000..e3cbc74a2ed --- /dev/null +++ b/.yamato/ruamel/jobs/shared/constants.py @@ -0,0 +1,14 @@ +VAR_UPM_REGISTRY = 'https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates' +TEST_PROJECTS_DIR = 'TestProjects' +REPOSITORY_NAME = 'Graphics' +PATH_TEST_RESULTS = 'test-results' +PATH_TEST_RESULTS_padded = '**/test-results/**' +PATH_PACKAGES = 'upm-ci~/packages/**/*' +PATH_PACKAGES_temp = 'packages_temp' # used in combination with packages_temp\\[packageid] followed by PATH_PACKAGES to have unique artifact paths +PATH_TEMPLATES = 'upm-ci~/templates/**/*' +PATH_UNITY_REVISION = 'unity_revision.txt' +PATH_PLAYERS_padded = 'players/**' +PATH_PLAYERS = 'players' +NPM_UPMCI_INSTALL_URL = 'https://artifactory.prd.cds.internal.unity3d.com/artifactory/api/npm/upm-npm' +UTR_INSTALL_URL = 'https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr' +UNITY_DOWNLOADER_CLI_URL = 'https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple' diff --git a/.yamato/ruamel/jobs/shared/namer.py b/.yamato/ruamel/jobs/shared/namer.py new file mode 100644 index 00000000000..598f62b1ac7 --- /dev/null +++ b/.yamato/ruamel/jobs/shared/namer.py @@ -0,0 +1,144 @@ + +parent_dir = '.yamato' + +# editor specific +def editor_filepath(): + return f'{parent_dir}/_editor.yml'.lower() + +def editor_job_id(editor_version, platform_os): + return f'editor:priming:{editor_version}:{platform_os}' + +# package specific +def packages_filepath(): + return f'{parent_dir}/_packages.yml'.lower() + +def package_job_id_test(package_id, platform_os, editor_version): + return f'test_{ package_id }_{ platform_os }_{editor_version}' + +def package_job_id_test_dependencies(package_id, platform_os, editor_version): + return f'test_{ package_id }_{ platform_os }_{editor_version}_dependencies' + +def package_job_id_pack(package_id): + return f'pack_{package_id}' + +def package_job_id_publish(package_id): + return f'publish_{package_id}' + +def package_job_id_publish_dry(package_id): + return f'publish_{package_id}_dry' + +def package_job_id_publish_all(): + return f'publish_all' + +def package_job_id_test_all(editor_version): + return f'all_package_ci_{editor_version}' + +def projectcontext_filepath(): + return f'{parent_dir}/_projectcontext.yml'.lower() + +def projectcontext_job_id_pack(): + return f'pack_all_project' + +def projectcontext_job_id_test(platform_os, editor_version): + return f'test_all_project_{ platform_os }_{editor_version}' + +def projectcontext_job_id_publish(package_id): + return f'publish_{package_id}_project' + +def projectcontext_job_id_publish_dry(package_id): + return f'publish_{package_id}_project_dry' + +def projectcontext_job_id_publish_all(): + return f'publish_all_project' + +def projectcontext_job_id_test_all(editor_version): + return f'all_package_ci_project_{editor_version}' + +def pb_projectcontext_job_id_promote(package_name): + return f'promote_{package_name}_project' + +def pb_projectcontext_job_id_promote_dry(package_name): + return f'promote_{package_name}_project_dry' + +def pb_projectcontext_job_id_promote_all_preview(): + return f'promote_all_preview_project' + +# template specific +def templates_filepath(): + return f'{parent_dir}/_templates.yml'.lower() + +def template_job_id_test(template_id, platform_os, editor_version): + return f'test_{ template_id }_{ platform_os }_{editor_version}' + +def template_job_id_test_dependencies(template_id, platform_os, editor_version): + return f'test_{ template_id }_{ platform_os }_{editor_version}_dependencies' + +def template_job_id_pack(template_id): + return f'pack_{template_id}' + +def template_job_id_test_all(editor_version): + return f'all_template_ci_{editor_version}' + +# project specific +def project_filepath_specific(project_name, platform_name, api_name): + # return f'{parent_dir}/{project_name}/{project_name}-{platform_name}-{api_name}.yml'.lower().replace('-.','.') + return f'{parent_dir}/{project_name}-{platform_name}-{api_name}.yml'.lower().replace('-.','.') + +def project_filepath_all(project_name): + # return f'{parent_dir}/{project_name}/all-{project_name}.yml'.lower() + return f'{parent_dir}/all-{project_name}.yml'.lower() + +def project_job_id_test(project_name, platform_name, api_name, test_platform_name, editor_version): + return f'{project_name}_{platform_name}_{api_name}_{test_platform_name}_{editor_version}'.replace('__','_') + +def project_job_id_build(project_name, platform_name, api_name, editor_version): + return f'Build_{project_name}_{platform_name}_{api_name}_Player_{editor_version}'.replace('__','_') + +def project_job_id_all(project_name, editor_version): + return f'All_{project_name}_{ editor_version}' + + +# abv specific +def abv_filepath(): + return f'{parent_dir}/_abv.yml'.lower() + +def abv_job_id_all_project_ci(editor_version): + return f'all_project_ci_{editor_version}' + +def abv_job_id_all_project_ci_nightly(editor_version): + return f'all_project_ci_nightly_{editor_version}' + +def abv_job_id_smoke_test(editor_version, test_platform_name): + return f'smoke_test_{test_platform_name}_{editor_version}' + +def abv_job_id_all_smoke_tests(editor_version): + return f'all_smoke_tests_{editor_version}' + +def abv_job_id_trunk_verification(editor_version): + return f'trunk_verification_{editor_version}' + + +# preview publish specific +def pb_filepath(): + return f'{parent_dir}/_preview_publish.yml'.lower() + +def pb_job_id_auto_version(): + return 'auto-version' + +def pb_job_id_publish(package_name): + return f'publish_{package_name}' + +def pb_job_id_promote(package_name): + return f'promote_{package_name}' + +def pb_job_id_promote_dry(package_name): + return f'promote_{package_name}_dry' + +def pb_job_id_wait_for_nightly(): + return f'wait_for_nightly' + +def pb_job_id_publish_all_preview(): + return f'publish_all_preview' + +def pb_job_id_promote_all_preview(): + return f'promote_all_preview' \ No newline at end of file diff --git a/.yamato/ruamel/jobs/shared/yml_job.py b/.yamato/ruamel/jobs/shared/yml_job.py new file mode 100644 index 00000000000..b6302b0fdeb --- /dev/null +++ b/.yamato/ruamel/jobs/shared/yml_job.py @@ -0,0 +1,78 @@ +from .constants import VAR_UPM_REGISTRY, PATH_TEST_RESULTS_padded, PATH_PLAYERS_padded, PATH_PACKAGES, PATH_UNITY_REVISION, PATH_TEMPLATES, PATH_PACKAGES_temp +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from collections import defaultdict +import pickle + +def defaultdict_to_dict(d): + return {k: defaultdict_to_dict(v) for k, v in d.items()} if isinstance(d, defaultdict) else d + +class YMLJob(): + + def __init__(self): + self.yml = defaultdict(lambda: defaultdict(lambda: defaultdict(list))) #allows to automatically treat 3rd level as list + + def get_yml(self): + return defaultdict_to_dict(self.yml) + + def set_name(self, name): + self.yml['name'] = name + + def set_agent(self, agent): + self.yml['agent'] = dict(agent) + + def set_skip_checkout(self, value): + self.yml['skip_checkout'] = value + + def set_trigger_on_expression(self, expression): + self.yml['triggers']['expression'] = expression + + def add_trigger_recurrent(self, branch, frequency): + existing_triggers = list(self.yml['triggers']['recurring']) + existing_triggers.append({ + 'branch' : branch, + 'frequency' : frequency}) + self.yml['triggers']['recurring'] = existing_triggers + + def add_trigger_integration_branch(self, integration_branch): + self.yml['triggers']['branches']['only'].append(integration_branch) + + def add_dependencies(self, dependencies): + existing_dep = list(self.yml['dependencies']) + existing_dep.extend(dependencies) + self.yml['dependencies'] = existing_dep + + def add_commands(self, commands): + self.yml['commands'] = commands + + def add_var_custom_revision(self, editor_version): + if editor_version == 'CUSTOM-REVISION': + self.yml['variables']['CUSTOM_REVISION'] = 'custom_revision_not_set' + + def add_var_upm_registry(self): + self.yml['variables']['UPM_REGISTRY'] = VAR_UPM_REGISTRY + + def add_var_custom(self, var_key, var_value): # used by editor. allows to set other variables without cluttering this class + self.yml['variables'][var_key] = var_value + + + def add_artifacts_test_results(self): + self.yml['artifacts']['logs']['paths'].append(dss(PATH_TEST_RESULTS_padded)) + + def add_artifacts_players(self): + self.yml['artifacts']['players']['paths'].append(dss(PATH_PLAYERS_padded)) + + def add_artifacts_packages(self,package_id=None): + if package_id is not None: + self.yml['artifacts']['packages']['paths'].append(dss(f'{PATH_PACKAGES_temp}/{package_id}/{PATH_PACKAGES}')) + else: + self.yml['artifacts']['packages']['paths'].append(dss(PATH_PACKAGES)) + + def add_artifacts_templates(self): + self.yml['artifacts']['packages']['paths'].append(dss(PATH_TEMPLATES)) + + def add_artifacts_unity_revision(self): # used by editor + self.yml['artifacts']['unity_revision.zip']['paths'].append(dss(PATH_UNITY_REVISION)) + + + + diff --git a/.yamato/ruamel/jobs/templates/template_pack.py b/.yamato/ruamel/jobs/templates/template_pack.py new file mode 100644 index 00000000000..20be5e366c2 --- /dev/null +++ b/.yamato/ruamel/jobs/templates/template_pack.py @@ -0,0 +1,26 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import template_job_id_pack +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + +class Template_PackJob(): + + def __init__(self, template, agent): + self.job_id = template_job_id_pack(template["id"]) + self.yml = self.get_job_definition(template, agent).get_yml() + + + def get_job_definition(self, template, agent): + + # construct job + job = YMLJob() + job.set_name(f'Pack {template["name"]}') + job.set_agent(agent) + job.add_commands( [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci template pack --project-path {template["packagename"]}']) + job.add_artifacts_packages() + job.add_artifacts_templates() + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/templates/template_test.py b/.yamato/ruamel/jobs/templates/template_test.py new file mode 100644 index 00000000000..699d9f9eab4 --- /dev/null +++ b/.yamato/ruamel/jobs/templates/template_test.py @@ -0,0 +1,42 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.constants import PATH_UNITY_REVISION, NPM_UPMCI_INSTALL_URL +from ..shared.yml_job import YMLJob + +class Template_TestJob(): + + def __init__(self, template, platform, editor): + self.job_id = template_job_id_test(template["id"],platform["os"],editor["version"]) + self.yml = self.get_job_definition(template, platform, editor).get_yml() + + + def get_job_definition(self, template, platform, editor): + + # define dependencies + dependencies = [f'{editor_filepath()}#{editor_job_id(editor["version"], platform["os"]) }'] + dependencies.extend([f'{packages_filepath()}#{package_job_id_pack(dep)}' for dep in template["dependencies"]]) + + + # define commands + commands = [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli --source-file {PATH_UNITY_REVISION} -c editor --wait --published-only'] + if template.get('hascodependencies', None) is not None: + commands.append(platform["copycmd"]) + commands.append(f'upm-ci template test -u {platform["editorpath"]} --project-path {template["packagename"]}') + + + # construct job + job = YMLJob() + job.set_name(f'Test { template["name"] } {platform["name"]} {editor["version"]}') + job.set_agent(platform['agent_package']) + job.add_dependencies(dependencies) + job.add_commands(commands) + job.add_artifacts_test_results() + return job + + + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/templates/template_test_dependencies.py b/.yamato/ruamel/jobs/templates/template_test_dependencies.py new file mode 100644 index 00000000000..f62ea94d1ee --- /dev/null +++ b/.yamato/ruamel/jobs/templates/template_test_dependencies.py @@ -0,0 +1,42 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.constants import PATH_UNITY_REVISION, NPM_UPMCI_INSTALL_URL +from ..shared.yml_job import YMLJob + +class Template_TestDependenciesJob(): + + def __init__(self, template, platform, editor): + self.job_id = template_job_id_test_dependencies(template["id"],platform["os"],editor["version"]) + self.yml = self.get_job_definition(template,platform, editor).get_yml() + + + def get_job_definition(yml, template, platform, editor): + + # define dependencies + dependencies = [ + f'{editor_filepath()}#{editor_job_id(editor["version"], platform["os"]) }', + f'{templates_filepath()}#{template_job_id_test(template["id"],platform["os"],editor["version"])}'] + dependencies.extend([f'{packages_filepath()}#{package_job_id_pack(dep)}' for dep in template["dependencies"]]) + + + # define commands + commands = [ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade', + f'unity-downloader-cli --source-file {PATH_UNITY_REVISION} -c editor --wait --published-only'] + if template.get('hascodependencies', None) is not None: + commands.append(platform["copycmd"]) + commands.append(f'upm-ci template test -u {platform["editorpath"]} --type updated-dependencies-tests --project-path {template["packagename"]}') + + + # construct job + job = YMLJob() + job.set_name(f'Test { template["name"] } {platform["name"]} {editor["version"]} - dependencies') + job.set_agent(platform['agent_package']) + job.add_dependencies(dependencies) + job.add_commands(commands) + job.add_artifacts_test_results() + return job + + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/templates/test_all.py b/.yamato/ruamel/jobs/templates/test_all.py new file mode 100644 index 00000000000..20a90466edc --- /dev/null +++ b/.yamato/ruamel/jobs/templates/test_all.py @@ -0,0 +1,33 @@ +from ruamel.yaml.scalarstring import DoubleQuotedScalarString as dss +from ..shared.namer import * +from ..shared.yml_job import YMLJob +from ..shared.constants import NPM_UPMCI_INSTALL_URL + +class Template_AllTemplateCiJob(): + + def __init__(self, templates, agent, platforms, editor): + self.job_id = template_job_id_test_all(editor["version"]) + self.yml = self.get_job_definition(templates, agent, platforms, editor).get_yml() + + + def get_job_definition(self, templates, agent, platforms, editor): + + # define dependencies + dependencies = [] + for platform in platforms: + for template in templates: + dependencies.append(f'{templates_filepath()}#{template_job_id_test(template["id"],platform["os"],editor["version"])}') + dependencies.append(f'{templates_filepath()}#{template_job_id_test_dependencies(template["id"],platform["os"],editor["version"])}') + + # construct job + job = YMLJob() + job.set_name(f'Pack and test all templates - { editor["version"] }') + job.set_agent(agent) + job.add_dependencies(dependencies) + job.add_commands([ + f'npm install upm-ci-utils@stable -g --registry {NPM_UPMCI_INSTALL_URL}', + f'upm-ci package izon -t', + f'upm-ci package izon -d']) + return job + + \ No newline at end of file diff --git a/.yamato/ruamel/jobs/templates/yml_template.py b/.yamato/ruamel/jobs/templates/yml_template.py new file mode 100644 index 00000000000..c0b95826df8 --- /dev/null +++ b/.yamato/ruamel/jobs/templates/yml_template.py @@ -0,0 +1,32 @@ +from jobs.templates.template_pack import Template_PackJob +from jobs.templates.template_test import Template_TestJob +from jobs.templates.template_test_dependencies import Template_TestDependenciesJob +from jobs.templates.test_all import Template_AllTemplateCiJob +from ..shared.namer import templates_filepath + + +def create_template_ymls(metafile): + yml_files = {} + + yml = {} + + for template in metafile["templates"]: + job = Template_PackJob(template, metafile["agent_pack"]) + yml[job.job_id] = job.yml + + for editor in metafile['editors']: + for platform in metafile["platforms"]: + for template in metafile["templates"]: + job = Template_TestJob(template, platform, editor) + yml[job.job_id] = job.yml + + job = Template_TestDependenciesJob(template, platform, editor) + yml[job.job_id] = job.yml + + for editor in metafile['editors']: + job = Template_AllTemplateCiJob(metafile["templates"], metafile["agent_all_ci"], metafile["platforms"], editor) + yml[job.job_id] = job.yml + + + yml_files[templates_filepath()] = yml + return yml_files \ No newline at end of file diff --git a/.yamato/ruamel/metafile_parser.py b/.yamato/ruamel/metafile_parser.py new file mode 100644 index 00000000000..f25436c0dee --- /dev/null +++ b/.yamato/ruamel/metafile_parser.py @@ -0,0 +1,98 @@ +from copy import deepcopy + +def format_metafile(metafile, shared, unfold_agents_root_keys=[], unfold_test_platforms_root_keys=[]): + '''Formats the metafile by retrieving all missing information from the shared metafile. This includes unfolding platform details, agent aliases etc.''' + metafile['editors'] = _get_editors(metafile, shared) + metafile['target_editor'] = shared['target_editor'] + metafile['target_branch'] = shared['target_branch'] + metafile['platforms'] = _unfold_platforms(metafile, shared) + metafile = _unfold_individual_agents(metafile, shared, root_keys=unfold_agents_root_keys) + metafile = _unfold_test_platforms(metafile, shared, root_keys=unfold_test_platforms_root_keys) + return metafile + +def _get_editors(metafile, shared): + '''Retrieves the editors from shared metafile, if not overriden by 'override_editors' in metafile.''' + override_editors = metafile.get("override_editors", None) + return override_editors if override_editors is not None else shared['editors'] + +def _unfold_individual_agents(metafile, shared, root_keys=[]): + '''Unfolds all agents by their alias names corresponding to 'non_project_agents' in the shared metafile. + First loops over keys under the whole metafile (root or 0th level) containing word 'agent' and replaces all of these. + Then loops over all agents marked under root_keys (1st level) in similar fashion.''' + + # unfold all agents marked as keys directly under metafile + for key, value in metafile.items(): + if 'agent' in key.lower(): + metafile[key] = dict(shared['non_project_agents'][value]) + + # unfold any agents marked under any of the other keys (max 1 level depth) + for root_key in root_keys: + for key, value in metafile[root_key].items(): + if 'agent' in key.lower(): + metafile[root_key][key] = shared['non_project_agents'][value] + return metafile + + +def _unfold_platforms(metafile, shared): + '''Unfolds the metafile platform details by retrieving the corresponding platform from shared metafile, and then adjusting the details + to necessery level (removes unwanted apis from the shared platform object, + overrides all specified keys and unfolds agent aliases (if any overriden agent is specified by alias). + Returns the new formatted 'platforms' section''' + + formatted_platforms = [] + for platform_meta in metafile.get('platforms',[]): + platform_formatted = deepcopy(shared['platforms'][platform_meta['name']]) + + # remove unwanted apis from deepcopy + if platform_meta.get('apis') is not None: + accepted_apis = [] + for api_shared in platform_formatted['apis']: + if api_shared['name'].lower() in map(str.lower, platform_meta['apis']): + accepted_apis.append(dict(api_shared)) + platform_formatted['apis'] = accepted_apis + else: + platform_formatted['apis'] = [{"name" : ""}] # needed for stereos + + # allow to override all keys + if platform_meta.get('overrides', None) is not None: + for override_key in platform_meta['overrides'].keys(): + + # replace any overriden key with whats found in metafile + platform_formatted[override_key] = (platform_meta['overrides'][override_key]) + + # replace all named agents with actual agent dicts (unfold) + # e.g. if one of the non_project_agent names is used instead + if override_key.lower() == 'agent_package': + agent_name = platform_meta['overrides'][override_key] + platform_formatted[override_key] = shared['non_project_agents'][agent_name] + if override_key.lower() == 'agents_project': + for agent_key, agent_name in platform_meta['overrides'][override_key].items(): + if isinstance(agent_name, str): + platform_formatted[override_key][agent_key] = shared['non_project_agents'][agent_name] + + formatted_platforms.append(platform_formatted) + return formatted_platforms + + + +def _unfold_test_platforms(metafile, shared, root_keys=[]): + '''Retrieves test platform details from shared metafile, corresponding to the specific metafile. + Returns the new 'test_platforms' section.''' + def replace_test_platforms(target_dict): + test_platforms = [] + for test_platform_name in target_dict.get('test_platforms',[]): + test_platforms.append({ + "name": test_platform_name, + "args": shared['test_platforms'][test_platform_name] + }) + target_dict['test_platforms'] = test_platforms + return target_dict + + # replace all test platforms found directly under root of metafile + metafile = replace_test_platforms(metafile) + + # replace any additional test platforms found under other specified keys + for root_key in root_keys: + metafile[root_key] = replace_test_platforms(metafile[root_key]) + + return metafile diff --git a/.yamato/shadergraph-linux-openglcore.yml b/.yamato/shadergraph-linux-openglcore.yml new file mode 100644 index 00000000000..e94ff0c8943 --- /dev/null +++ b/.yamato/shadergraph-linux-openglcore.yml @@ -0,0 +1,139 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +ShaderGraph_Linux_OpenGLCore_playmode_2020.1: + name: ShaderGraph on Linux_OpenGLCore_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_OpenGLCore_editmode_2020.1: + name: ShaderGraph on Linux_OpenGLCore_editmode on version 2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_OpenGLCore_playmode_fast-2020.1: + name: ShaderGraph on Linux_OpenGLCore_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_OpenGLCore_editmode_fast-2020.1: + name: ShaderGraph on Linux_OpenGLCore_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_OpenGLCore_playmode_CUSTOM-REVISION: + name: ShaderGraph on Linux_OpenGLCore_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_OpenGLCore_editmode_CUSTOM-REVISION: + name: ShaderGraph on Linux_OpenGLCore_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/shadergraph-linux-vulkan.yml b/.yamato/shadergraph-linux-vulkan.yml new file mode 100644 index 00000000000..aa3a24e38d0 --- /dev/null +++ b/.yamato/shadergraph-linux-vulkan.yml @@ -0,0 +1,206 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +ShaderGraph_Linux_Vulkan_Standalone_2020.1: + name: ShaderGraph on Linux_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_playmode_2020.1: + name: ShaderGraph on Linux_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_editmode_2020.1: + name: ShaderGraph on Linux_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_Standalone_fast-2020.1: + name: ShaderGraph on Linux_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_playmode_fast-2020.1: + name: ShaderGraph on Linux_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_editmode_fast-2020.1: + name: ShaderGraph on Linux_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_Standalone_CUSTOM-REVISION: + name: ShaderGraph on Linux_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_playmode_CUSTOM-REVISION: + name: ShaderGraph on Linux_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Linux_Vulkan_editmode_CUSTOM-REVISION: + name: ShaderGraph on Linux_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - cd TestProjects/ShaderGraph && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/shadergraph-osx-metal.yml b/.yamato/shadergraph-osx-metal.yml new file mode 100644 index 00000000000..22972e30f4c --- /dev/null +++ b/.yamato/shadergraph-osx-metal.yml @@ -0,0 +1,269 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +ShaderGraph_OSX_Metal_Standalone_2020.1: + name: ShaderGraph on OSX_Metal_Standalone on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_playmode_2020.1: + name: ShaderGraph on OSX_Metal_playmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_editmode_2020.1: + name: ShaderGraph on OSX_Metal_editmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_Standalone_fast-2020.1: + name: ShaderGraph on OSX_Metal_Standalone on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_playmode_fast-2020.1: + name: ShaderGraph on OSX_Metal_playmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_editmode_fast-2020.1: + name: ShaderGraph on OSX_Metal_editmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_Standalone_CUSTOM-REVISION: + name: ShaderGraph on OSX_Metal_Standalone on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_playmode_CUSTOM-REVISION: + name: ShaderGraph on OSX_Metal_playmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_Metal_editmode_CUSTOM-REVISION: + name: ShaderGraph on OSX_Metal_editmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/ShaderGraph && ~/Graphics/TestProjects/ShaderGraph/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/ShaderGraph --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/ShaderGraph/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/ShaderGraph/test-results/ TestProjects/ShaderGraph/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/shadergraph-osx-openglcore.yml b/.yamato/shadergraph-osx-openglcore.yml new file mode 100644 index 00000000000..d98a8c93f3f --- /dev/null +++ b/.yamato/shadergraph-osx-openglcore.yml @@ -0,0 +1,133 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +ShaderGraph_OSX_OpenGLCore_playmode_2020.1: + name: ShaderGraph on OSX_OpenGLCore_playmode on version 2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_OpenGLCore_editmode_2020.1: + name: ShaderGraph on OSX_OpenGLCore_editmode on version 2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_OpenGLCore_playmode_fast-2020.1: + name: ShaderGraph on OSX_OpenGLCore_playmode on version fast-2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_OpenGLCore_editmode_fast-2020.1: + name: ShaderGraph on OSX_OpenGLCore_editmode on version fast-2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_OpenGLCore_playmode_CUSTOM-REVISION: + name: ShaderGraph on OSX_OpenGLCore_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_OSX_OpenGLCore_editmode_CUSTOM-REVISION: + name: ShaderGraph on OSX_OpenGLCore_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/ShaderGraph/utr + - chmod +x TestProjects/ShaderGraph/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/shadergraph-win-dx11.yml b/.yamato/shadergraph-win-dx11.yml new file mode 100644 index 00000000000..eefb4f20a89 --- /dev/null +++ b/.yamato/shadergraph-win-dx11.yml @@ -0,0 +1,261 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +ShaderGraph_Win_DX11_Standalone_2020.1: + name: ShaderGraph on Win_DX11_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#Build_ShaderGraph_Win_DX11_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Win_DX11_Player_2020.1: + name: Build ShaderGraph on Win_DX11_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Win_DX11_playmode_2020.1: + name: ShaderGraph on Win_DX11_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_DX11_editmode_2020.1: + name: ShaderGraph on Win_DX11_editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_DX11_Standalone_fast-2020.1: + name: ShaderGraph on Win_DX11_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/shadergraph-win-dx11.yml#Build_ShaderGraph_Win_DX11_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Win_DX11_Player_fast-2020.1: + name: Build ShaderGraph on Win_DX11_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Win_DX11_playmode_fast-2020.1: + name: ShaderGraph on Win_DX11_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_DX11_editmode_fast-2020.1: + name: ShaderGraph on Win_DX11_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_DX11_Standalone_CUSTOM-REVISION: + name: ShaderGraph on Win_DX11_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/shadergraph-win-dx11.yml#Build_ShaderGraph_Win_DX11_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Win_DX11_Player_CUSTOM-REVISION: + name: Build ShaderGraph on Win_DX11_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Win_DX11_playmode_CUSTOM-REVISION: + name: ShaderGraph on Win_DX11_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_DX11_editmode_CUSTOM-REVISION: + name: ShaderGraph on Win_DX11_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/shadergraph-win-vulkan.yml b/.yamato/shadergraph-win-vulkan.yml new file mode 100644 index 00000000000..9f875f824c1 --- /dev/null +++ b/.yamato/shadergraph-win-vulkan.yml @@ -0,0 +1,261 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +ShaderGraph_Win_Vulkan_Standalone_2020.1: + name: ShaderGraph on Win_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/shadergraph-win-vulkan.yml#Build_ShaderGraph_Win_Vulkan_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Win_Vulkan_Player_2020.1: + name: Build ShaderGraph on Win_Vulkan_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Win_Vulkan_playmode_2020.1: + name: ShaderGraph on Win_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_Vulkan_editmode_2020.1: + name: ShaderGraph on Win_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_Vulkan_Standalone_fast-2020.1: + name: ShaderGraph on Win_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/shadergraph-win-vulkan.yml#Build_ShaderGraph_Win_Vulkan_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Win_Vulkan_Player_fast-2020.1: + name: Build ShaderGraph on Win_Vulkan_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Win_Vulkan_playmode_fast-2020.1: + name: ShaderGraph on Win_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_Vulkan_editmode_fast-2020.1: + name: ShaderGraph on Win_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_Vulkan_Standalone_CUSTOM-REVISION: + name: ShaderGraph on Win_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/shadergraph-win-vulkan.yml#Build_ShaderGraph_Win_Vulkan_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Win_Vulkan_Player_CUSTOM-REVISION: + name: Build ShaderGraph on Win_Vulkan_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Win_Vulkan_playmode_CUSTOM-REVISION: + name: ShaderGraph on Win_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Win_Vulkan_editmode_CUSTOM-REVISION: + name: ShaderGraph on Win_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraph/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraph && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraph && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/shadergraph_stereo-win.yml b/.yamato/shadergraph_stereo-win.yml new file mode 100644 index 00000000000..a93923f62e2 --- /dev/null +++ b/.yamato/shadergraph_stereo-win.yml @@ -0,0 +1,200 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +ShaderGraph_Stereo_Win_Standalone_2020.1: + name: ShaderGraph_Stereo on Win__Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/shadergraph_stereo-win.yml#Build_ShaderGraph_Stereo_Win_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Stereo_Win_Player_2020.1: + name: Build ShaderGraph_Stereo on Win__Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraphUniversalStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Stereo_Win_editmode_2020.1: + name: ShaderGraph_Stereo on Win__editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraphUniversalStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Stereo_Win_Standalone_fast-2020.1: + name: ShaderGraph_Stereo on Win__Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/shadergraph_stereo-win.yml#Build_ShaderGraph_Stereo_Win_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Stereo_Win_Player_fast-2020.1: + name: Build ShaderGraph_Stereo on Win__Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraphUniversalStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Stereo_Win_editmode_fast-2020.1: + name: ShaderGraph_Stereo on Win__editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraphUniversalStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +ShaderGraph_Stereo_Win_Standalone_CUSTOM-REVISION: + name: ShaderGraph_Stereo on Win__Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/shadergraph_stereo-win.yml#Build_ShaderGraph_Stereo_Win_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_ShaderGraph_Stereo_Win_Player_CUSTOM-REVISION: + name: Build ShaderGraph_Stereo on Win__Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraphUniversalStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +ShaderGraph_Stereo_Win_editmode_CUSTOM-REVISION: + name: ShaderGraph_Stereo on Win__editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/ShaderGraphUniversalStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/ShaderGraphUniversalStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/ShaderGraphUniversalStereo && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/universal-android-opengles3.yml b/.yamato/universal-android-opengles3.yml new file mode 100644 index 00000000000..5115782b3ef --- /dev/null +++ b/.yamato/universal-android-opengles3.yml @@ -0,0 +1,169 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_Android_OpenGLES3_Standalone_2020.1: + name: Universal on Android_OpenGLES3_Standalone on version 2020.1 + agent: + type: Unity::mobile::android + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:android + rerun: on-new-revision + - path: .yamato/universal-android-opengles3.yml#Build_Universal_Android_OpenGLES3_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - '%ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%' + - powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices + - NetSh Advfirewall set allprofiles state off + - |5- + + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + utr --suite=playmode --platform=Android --editor-location=WindowsEditor --artifacts_path=test-results --player-load-path=players --scripting-backend=il2cpp --timeout=1200 + - start %ANDROID_SDK_ROOT%\platform-tools\adb.exe kill-server + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Android_OpenGLES3_Player_2020.1: + name: Build Universal on Android_OpenGLES3_Player on version 2020.1 + agent: + type: Unity::VM + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:android + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file %YAMATO_SOURCE_DIR%/unity_revision.txt -p WindowsEditor -c editor -c il2cpp -c android --wait --published-only + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\OpenJDK %JAVA_HOME% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\SDK %ANDROID_SDK_ROOT% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\NDK %ANDROID_NDK_ROOT% || exit 0 + - utr --suite=playmode --platform=Android --testproject=TestProjects\UniversalGraphicsTest --editor-location=WindowsEditor --artifacts_path=test-results --player-save-path=players --scripting-backend=il2cpp --timeout=1200 --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Android_OpenGLES3_Standalone_fast-2020.1: + name: Universal on Android_OpenGLES3_Standalone on version fast-2020.1 + agent: + type: Unity::mobile::android + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:android + rerun: on-new-revision + - path: .yamato/universal-android-opengles3.yml#Build_Universal_Android_OpenGLES3_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - '%ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%' + - powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices + - NetSh Advfirewall set allprofiles state off + - |5- + + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + utr --suite=playmode --platform=Android --editor-location=WindowsEditor --artifacts_path=test-results --player-load-path=players --scripting-backend=il2cpp --timeout=1200 + - start %ANDROID_SDK_ROOT%\platform-tools\adb.exe kill-server + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Android_OpenGLES3_Player_fast-2020.1: + name: Build Universal on Android_OpenGLES3_Player on version fast-2020.1 + agent: + type: Unity::VM + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:android + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file %YAMATO_SOURCE_DIR%/unity_revision.txt -p WindowsEditor -c editor -c il2cpp -c android --wait --published-only + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\OpenJDK %JAVA_HOME% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\SDK %ANDROID_SDK_ROOT% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\NDK %ANDROID_NDK_ROOT% || exit 0 + - utr --suite=playmode --platform=Android --testproject=TestProjects\UniversalGraphicsTest --editor-location=WindowsEditor --artifacts_path=test-results --player-save-path=players --scripting-backend=il2cpp --timeout=1200 --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Android_OpenGLES3_Standalone_CUSTOM-REVISION: + name: Universal on Android_OpenGLES3_Standalone on version CUSTOM-REVISION + agent: + type: Unity::mobile::android + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:android + rerun: always + - path: .yamato/universal-android-opengles3.yml#Build_Universal_Android_OpenGLES3_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - '%ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%' + - powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices + - NetSh Advfirewall set allprofiles state off + - |5- + + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + utr --suite=playmode --platform=Android --editor-location=WindowsEditor --artifacts_path=test-results --player-load-path=players --scripting-backend=il2cpp --timeout=1200 + - start %ANDROID_SDK_ROOT%\platform-tools\adb.exe kill-server + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Android_OpenGLES3_Player_CUSTOM-REVISION: + name: Build Universal on Android_OpenGLES3_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:android + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file %YAMATO_SOURCE_DIR%/unity_revision.txt -p WindowsEditor -c editor -c il2cpp -c android --wait --published-only + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\OpenJDK %JAVA_HOME% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\SDK %ANDROID_SDK_ROOT% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\NDK %ANDROID_NDK_ROOT% || exit 0 + - utr --suite=playmode --platform=Android --testproject=TestProjects\UniversalGraphicsTest --editor-location=WindowsEditor --artifacts_path=test-results --player-save-path=players --scripting-backend=il2cpp --timeout=1200 --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" diff --git a/.yamato/universal-android-vulkan.yml b/.yamato/universal-android-vulkan.yml new file mode 100644 index 00000000000..58888c61fd3 --- /dev/null +++ b/.yamato/universal-android-vulkan.yml @@ -0,0 +1,169 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_Android_Vulkan_Standalone_2020.1: + name: Universal on Android_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::mobile::android + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:android + rerun: on-new-revision + - path: .yamato/universal-android-vulkan.yml#Build_Universal_Android_Vulkan_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - '%ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%' + - powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices + - NetSh Advfirewall set allprofiles state off + - |5- + + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + utr --suite=playmode --platform=Android --editor-location=WindowsEditor --artifacts_path=test-results --player-load-path=players --scripting-backend=il2cpp --timeout=1200 + - start %ANDROID_SDK_ROOT%\platform-tools\adb.exe kill-server + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Android_Vulkan_Player_2020.1: + name: Build Universal on Android_Vulkan_Player on version 2020.1 + agent: + type: Unity::VM + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:android + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file %YAMATO_SOURCE_DIR%/unity_revision.txt -p WindowsEditor -c editor -c il2cpp -c android --wait --published-only + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\OpenJDK %JAVA_HOME% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\SDK %ANDROID_SDK_ROOT% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\NDK %ANDROID_NDK_ROOT% || exit 0 + - utr --suite=playmode --platform=Android --testproject=TestProjects\UniversalGraphicsTest --extra-editor-arg="-executemethod" --extra-editor-arg="SetupProject.ApplySettings" --extra-editor-arg="vulkan" --editor-location=WindowsEditor --artifacts_path=test-results --player-save-path=players --scripting-backend=il2cpp --timeout=1200 --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Android_Vulkan_Standalone_fast-2020.1: + name: Universal on Android_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::mobile::android + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:android + rerun: on-new-revision + - path: .yamato/universal-android-vulkan.yml#Build_Universal_Android_Vulkan_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - '%ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%' + - powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices + - NetSh Advfirewall set allprofiles state off + - |5- + + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + utr --suite=playmode --platform=Android --editor-location=WindowsEditor --artifacts_path=test-results --player-load-path=players --scripting-backend=il2cpp --timeout=1200 + - start %ANDROID_SDK_ROOT%\platform-tools\adb.exe kill-server + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Android_Vulkan_Player_fast-2020.1: + name: Build Universal on Android_Vulkan_Player on version fast-2020.1 + agent: + type: Unity::VM + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:android + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file %YAMATO_SOURCE_DIR%/unity_revision.txt -p WindowsEditor -c editor -c il2cpp -c android --wait --published-only + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\OpenJDK %JAVA_HOME% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\SDK %ANDROID_SDK_ROOT% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\NDK %ANDROID_NDK_ROOT% || exit 0 + - utr --suite=playmode --platform=Android --testproject=TestProjects\UniversalGraphicsTest --extra-editor-arg="-executemethod" --extra-editor-arg="SetupProject.ApplySettings" --extra-editor-arg="vulkan" --editor-location=WindowsEditor --artifacts_path=test-results --player-save-path=players --scripting-backend=il2cpp --timeout=1200 --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Android_Vulkan_Standalone_CUSTOM-REVISION: + name: Universal on Android_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::mobile::android + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:android + rerun: always + - path: .yamato/universal-android-vulkan.yml#Build_Universal_Android_Vulkan_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - '%ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP%' + - powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices + - NetSh Advfirewall set allprofiles state off + - |5- + + set ANDROID_DEVICE_CONNECTION=%BOKKEN_DEVICE_IP% + utr --suite=playmode --platform=Android --editor-location=WindowsEditor --artifacts_path=test-results --player-load-path=players --scripting-backend=il2cpp --timeout=1200 + - start %ANDROID_SDK_ROOT%\platform-tools\adb.exe kill-server + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Android_Vulkan_Player_CUSTOM-REVISION: + name: Build Universal on Android_Vulkan_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: mobile/android-execution-r19:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:android + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - unity-downloader-cli --source-file %YAMATO_SOURCE_DIR%/unity_revision.txt -p WindowsEditor -c editor -c il2cpp -c android --wait --published-only + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\OpenJDK %JAVA_HOME% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\SDK %ANDROID_SDK_ROOT% || exit 0 + - mklink /d WindowsEditor\Data\PlaybackEngines\AndroidPlayer\NDK %ANDROID_NDK_ROOT% || exit 0 + - utr --suite=playmode --platform=Android --testproject=TestProjects\UniversalGraphicsTest --extra-editor-arg="-executemethod" --extra-editor-arg="SetupProject.ApplySettings" --extra-editor-arg="vulkan" --editor-location=WindowsEditor --artifacts_path=test-results --player-save-path=players --scripting-backend=il2cpp --timeout=1200 --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" diff --git a/.yamato/universal-linux-openglcore.yml b/.yamato/universal-linux-openglcore.yml new file mode 100644 index 00000000000..6a837e92f5a --- /dev/null +++ b/.yamato/universal-linux-openglcore.yml @@ -0,0 +1,139 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_Linux_OpenGLCore_playmode_2020.1: + name: Universal on Linux_OpenGLCore_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_OpenGLCore_editmode_2020.1: + name: Universal on Linux_OpenGLCore_editmode on version 2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_OpenGLCore_playmode_fast-2020.1: + name: Universal on Linux_OpenGLCore_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_OpenGLCore_editmode_fast-2020.1: + name: Universal on Linux_OpenGLCore_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_OpenGLCore_playmode_CUSTOM-REVISION: + name: Universal on Linux_OpenGLCore_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_OpenGLCore_editmode_CUSTOM-REVISION: + name: Universal on Linux_OpenGLCore_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/universal-linux-vulkan.yml b/.yamato/universal-linux-vulkan.yml new file mode 100644 index 00000000000..715596a077d --- /dev/null +++ b/.yamato/universal-linux-vulkan.yml @@ -0,0 +1,206 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_Linux_Vulkan_Standalone_2020.1: + name: Universal on Linux_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_playmode_2020.1: + name: Universal on Linux_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_editmode_2020.1: + name: Universal on Linux_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_Standalone_fast-2020.1: + name: Universal on Linux_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_playmode_fast-2020.1: + name: Universal on Linux_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_editmode_fast-2020.1: + name: Universal on Linux_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_Standalone_CUSTOM-REVISION: + name: Universal on Linux_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_playmode_CUSTOM-REVISION: + name: Universal on Linux_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Linux_Vulkan_editmode_CUSTOM-REVISION: + name: Universal on Linux_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - cd TestProjects/UniversalGraphicsTest && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/universal-osx-metal.yml b/.yamato/universal-osx-metal.yml new file mode 100644 index 00000000000..f1461387429 --- /dev/null +++ b/.yamato/universal-osx-metal.yml @@ -0,0 +1,357 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_OSX_Metal_Standalone_2020.1: + name: Universal on OSX_Metal_Standalone on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_playmode_2020.1: + name: Universal on OSX_Metal_playmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_editmode_2020.1: + name: Universal on OSX_Metal_editmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_playmode_XR_2020.1: + name: Universal on OSX_Metal_playmode_XR on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_Standalone_fast-2020.1: + name: Universal on OSX_Metal_Standalone on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_playmode_fast-2020.1: + name: Universal on OSX_Metal_playmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_editmode_fast-2020.1: + name: Universal on OSX_Metal_editmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_playmode_XR_fast-2020.1: + name: Universal on OSX_Metal_playmode_XR on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_Standalone_CUSTOM-REVISION: + name: Universal on OSX_Metal_Standalone on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_playmode_CUSTOM-REVISION: + name: Universal on OSX_Metal_playmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_editmode_CUSTOM-REVISION: + name: Universal on OSX_Metal_editmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_Metal_playmode_XR_CUSTOM-REVISION: + name: Universal on OSX_Metal_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/UniversalGraphicsTest && ~/Graphics/TestProjects/UniversalGraphicsTest/utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/UniversalGraphicsTest/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/UniversalGraphicsTest/test-results/ TestProjects/UniversalGraphicsTest/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/universal-osx-openglcore.yml b/.yamato/universal-osx-openglcore.yml new file mode 100644 index 00000000000..0b15008fab8 --- /dev/null +++ b/.yamato/universal-osx-openglcore.yml @@ -0,0 +1,197 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_OSX_OpenGLCore_playmode_2020.1: + name: Universal on OSX_OpenGLCore_playmode on version 2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_editmode_2020.1: + name: Universal on OSX_OpenGLCore_editmode on version 2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_playmode_XR_2020.1: + name: Universal on OSX_OpenGLCore_playmode_XR on version 2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_playmode_fast-2020.1: + name: Universal on OSX_OpenGLCore_playmode on version fast-2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_editmode_fast-2020.1: + name: Universal on OSX_OpenGLCore_editmode on version fast-2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_playmode_XR_fast-2020.1: + name: Universal on OSX_OpenGLCore_playmode_XR on version fast-2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_playmode_CUSTOM-REVISION: + name: Universal on OSX_OpenGLCore_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_editmode_CUSTOM-REVISION: + name: Universal on OSX_OpenGLCore_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_OSX_OpenGLCore_playmode_XR_CUSTOM-REVISION: + name: Universal on OSX_OpenGLCore_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/UniversalGraphicsTest/utr + - chmod +x TestProjects/UniversalGraphicsTest/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && ./utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/universal-win-dx11.yml b/.yamato/universal-win-dx11.yml new file mode 100644 index 00000000000..e0d44cca57a --- /dev/null +++ b/.yamato/universal-win-dx11.yml @@ -0,0 +1,322 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_Win_DX11_Standalone_2020.1: + name: Universal on Win_DX11_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Build_Universal_Win_DX11_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - cd Tools && powershell -command ". .\Unity.ps1; Set-ScreenResolution -width 1920 -Height 1080" + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" +Build_Universal_Win_DX11_Player_2020.1: + name: Build Universal on Win_DX11_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Win_DX11_playmode_2020.1: + name: Universal on Win_DX11_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_editmode_2020.1: + name: Universal on Win_DX11_editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_playmode_XR_2020.1: + name: Universal on Win_DX11_playmode_XR on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_Standalone_fast-2020.1: + name: Universal on Win_DX11_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/universal-win-dx11.yml#Build_Universal_Win_DX11_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - cd Tools && powershell -command ". .\Unity.ps1; Set-ScreenResolution -width 1920 -Height 1080" + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" +Build_Universal_Win_DX11_Player_fast-2020.1: + name: Build Universal on Win_DX11_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Win_DX11_playmode_fast-2020.1: + name: Universal on Win_DX11_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_editmode_fast-2020.1: + name: Universal on Win_DX11_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_playmode_XR_fast-2020.1: + name: Universal on Win_DX11_playmode_XR on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_Standalone_CUSTOM-REVISION: + name: Universal on Win_DX11_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/universal-win-dx11.yml#Build_Universal_Win_DX11_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - cd Tools && powershell -command ". .\Unity.ps1; Set-ScreenResolution -width 1920 -Height 1080" + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" +Build_Universal_Win_DX11_Player_CUSTOM-REVISION: + name: Build Universal on Win_DX11_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Win_DX11_playmode_CUSTOM-REVISION: + name: Universal on Win_DX11_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_editmode_CUSTOM-REVISION: + name: Universal on Win_DX11_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_DX11_playmode_XR_CUSTOM-REVISION: + name: Universal on Win_DX11_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/universal-win-vulkan.yml b/.yamato/universal-win-vulkan.yml new file mode 100644 index 00000000000..269c00f6868 --- /dev/null +++ b/.yamato/universal-win-vulkan.yml @@ -0,0 +1,322 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_Win_Vulkan_Standalone_2020.1: + name: Universal on Win_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/universal-win-vulkan.yml#Build_Universal_Win_Vulkan_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - cd Tools && powershell -command ". .\Unity.ps1; Set-ScreenResolution -width 1920 -Height 1080" + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" +Build_Universal_Win_Vulkan_Player_2020.1: + name: Build Universal on Win_Vulkan_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Win_Vulkan_playmode_2020.1: + name: Universal on Win_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_editmode_2020.1: + name: Universal on Win_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_playmode_XR_2020.1: + name: Universal on Win_Vulkan_playmode_XR on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_Standalone_fast-2020.1: + name: Universal on Win_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/universal-win-vulkan.yml#Build_Universal_Win_Vulkan_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - cd Tools && powershell -command ". .\Unity.ps1; Set-ScreenResolution -width 1920 -Height 1080" + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" +Build_Universal_Win_Vulkan_Player_fast-2020.1: + name: Build Universal on Win_Vulkan_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Win_Vulkan_playmode_fast-2020.1: + name: Universal on Win_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_editmode_fast-2020.1: + name: Universal on Win_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_playmode_XR_fast-2020.1: + name: Universal on Win_Vulkan_playmode_XR on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_Standalone_CUSTOM-REVISION: + name: Universal on Win_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/universal-win-vulkan.yml#Build_Universal_Win_Vulkan_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - cd Tools && powershell -command ". .\Unity.ps1; Set-ScreenResolution -width 1920 -Height 1080" + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" +Build_Universal_Win_Vulkan_Player_CUSTOM-REVISION: + name: Build Universal on Win_Vulkan_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Win_Vulkan_playmode_CUSTOM-REVISION: + name: Universal on Win_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_editmode_CUSTOM-REVISION: + name: Universal on Win_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Win_Vulkan_playmode_XR_CUSTOM-REVISION: + name: Universal on Win_Vulkan_playmode_XR on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGraphicsTest/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGraphicsTest && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGraphicsTest && utr --suite=playmode --extra-editor-arg="-xr-tests" --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/universal_stereo-win.yml b/.yamato/universal_stereo-win.yml new file mode 100644 index 00000000000..6b0787311ff --- /dev/null +++ b/.yamato/universal_stereo-win.yml @@ -0,0 +1,200 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +Universal_Stereo_Win_Standalone_2020.1: + name: Universal_Stereo on Win__Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/universal_stereo-win.yml#Build_Universal_Stereo_Win_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - cd TestProjects/UniversalGfxTestStereo && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Stereo_Win_Player_2020.1: + name: Build Universal_Stereo on Win__Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGfxTestStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGfxTestStereo && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Stereo_Win_editmode_2020.1: + name: Universal_Stereo on Win__editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGfxTestStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGfxTestStereo && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Stereo_Win_Standalone_fast-2020.1: + name: Universal_Stereo on Win__Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/universal_stereo-win.yml#Build_Universal_Stereo_Win_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - cd TestProjects/UniversalGfxTestStereo && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Stereo_Win_Player_fast-2020.1: + name: Build Universal_Stereo on Win__Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGfxTestStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGfxTestStereo && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Stereo_Win_editmode_fast-2020.1: + name: Universal_Stereo on Win__editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGfxTestStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGfxTestStereo && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +Universal_Stereo_Win_Standalone_CUSTOM-REVISION: + name: Universal_Stereo on Win__Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/universal_stereo-win.yml#Build_Universal_Stereo_Win_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - cd TestProjects/UniversalGfxTestStereo && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_Universal_Stereo_Win_Player_CUSTOM-REVISION: + name: Build Universal_Stereo on Win__Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGfxTestStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGfxTestStereo && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +Universal_Stereo_Win_editmode_CUSTOM-REVISION: + name: Universal_Stereo on Win__editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/UniversalGfxTestStereo/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/UniversalGfxTestStereo && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/UniversalGfxTestStereo && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/upm-ci-abv.yml b/.yamato/upm-ci-abv.yml deleted file mode 100644 index 20db9d41a26..00000000000 --- a/.yamato/upm-ci-abv.yml +++ /dev/null @@ -1,178 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmd: -u %CUSTOM_REVISION% -projects: - - name: Universal - folder: UniversalGraphicsTest - - name: Universal_Stereo - folder: UniversalGfxTestStereo - - name: ShaderGraph - folder: ShaderGraph - - name: ShaderGraph_Stereo - folder: ShaderGraphUniversalStereo - - name: HDRP - folder: HDRP_Tests - - name: HDRP_Standalone - folder: HDRP_RuntimeTests - - name: VFXMain - folder: VisualEffectGraph - - name: VFX_LWRP - folder: VisualEffectGraph_LWRP -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode - - name: editmode - args: --suite=editor --platform=editmode ---- -{% for editor in editors %} -all_project_ci_{{ editor.version }}: - name: _ABV for SRP repository - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for project in projects %} - - path: .yamato/upm-ci-{{ project.name | downcase }}.yml#All_{{ project.name }}_{{ editor.version }} - rerun: always - {% endfor %} - - path: .yamato/upm-ci-packages.yml#all_package_ci - rerun: always - {% if editor.version == "fast-trunk" %} - triggers: - pull_requests: - - targets: - only: - - "master" - {% endif %} -{% endfor %} - - -# a separate job so that only trunk is run nightly, not fast-trunk -all_project_ci_nightly: - name: _Nightly ABV against trunk - dependencies: - {% for project in projects %} - - path: .yamato/upm-ci-{{ project.name | downcase }}.yml#All_{{ project.name }}_trunk - rerun: always - {% endfor %} - {% for testplatform in testplatforms %} - - path: .yamato/upm-ci-abv.yml#smoke_test_{{ testplatform.name }}_trunk - rerun: always - {% endfor %} - - path: .yamato/upm-ci-packages.yml#all_package_ci - rerun: always - triggers: - recurring: - - branch: master - frequency: daily - -{% for testplatform in testplatforms %} -{% for editor in editors %} -smoke_test_{{ testplatform.name }}_{{ editor.version }}: - name: SRP Smoke Test - {{ testplatform.name }}_{{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: Unity::VM::GPU - {% endif %} - image: sdet/gamecode_win10:stable - flavor: b1.large - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/SRP_SmokeTest/utr - - npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - cd TestProjects/SRP_SmokeTest && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/SRP_SmokeTest && utr\utr {{ testplatform.args }}Windows64 --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 - {% else %} - - cd TestProjects/SRP_SmokeTest && utr\utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" -{% endfor %} -{% endfor %} - -{% for editor in editors %} - -all_smoke_tests_{{ editor.version }}: - name: All Smoke Tests - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for testplatform in testplatforms %} - - .yamato/upm-ci-abv.yml#smoke_test_{{ testplatform.name }}_{{ editor.version }} - {% endfor %} - {% endfor %} - -{% for editor in editors %} -trunk_verification_{{ editor.version }}: - name: Trunk verification - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for project in projects %} - {% for testplatform in testplatforms %} - {% if project.name == "HDRP_Standalone" %} - # skip - {% else %} - {% if project.name == "Universal_Stereo" %} - # skip - {% else %} - {% if project.name == "ShaderGraph_Stereo" %} - # skip - {% else %} - {% if testplatform.name == "Standalone" %} - # skip - {% else %} - - {% if testplatform.name == "editmode" and project.name == "VFX_LWRP" %} - #skip - {% else %} - - - path: .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_Win_DX11_{{ testplatform.name }}_{{ editor.version }} - rerun: always - {% endif %} - {% endif %} - {% endif %} - {% endif %} - {% endif %} - {% endfor %} - {% endfor %} - {% endfor %} diff --git a/.yamato/upm-ci-hdrp.yml b/.yamato/upm-ci-hdrp.yml deleted file mode 100644 index 1c48e09075b..00000000000 --- a/.yamato/upm-ci-hdrp.yml +++ /dev/null @@ -1,247 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large - - name: OSX_Metal - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode - flavor: m1.mac - - name: Linux - type: Unity::VM::GPU - image: cds-ops/ubuntu-18.04-base:stable - flavor: b1.large -testplatforms: - - name: playmode - args: --suite=playmode - - name: playmode XR - args: --suite=playmode --extra-editor-arg="-xr-tests" - - name: editmode - args: --suite=editor --platform=editmode -projects: - - name: HDRP - folder: HDRP_Tests -win_apis: - - name: DX11 - cmd: -force-d3d11 - - name: DX12 - cmd: -force-d3d12 - - name: Vulkan - cmd: -force-vulkan -mac_apis: - - name: metal - - name: openglcore -linux_apis: - - name: OpenGLCore - cmd: -force-glcore - - name: Vulkan - cmd: -force-vulkan ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% if platform.name == "Win" %} - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - #model: rtx2080 - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200 - {% else %} - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" -{% endfor %} -{% endfor %} - -{% elsif platform.name == "OSX_Metal" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "editmode" %} -#skip because we don't need a GPU to run editmode tests -{% else %} -{{ project.name }}_OSX_Metal_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_Metal_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple'" - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../ScriptableRenderPipeline/ bokken@$BOKKEN_DEVICE_IP:~/ScriptableRenderPipeline - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini - {% if editor.version == 'CUSTOM-REVISION' %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published' - {% else %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmd }} -c editor --wait --published' - {% endif %} - - {% if testplatform.name == "Standalone" %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }}OSX --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results --timeout=1200' - {% else %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }} --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results' - {% endif %} - UTR_RESULT=$? - mkdir -p TestProjects/{{ project.folder }}/test-results/ - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results/ TestProjects/{{ project.folder }}/test-results/ - exit $UTR_RESULT - - artifacts: - logs: - paths: - - "**/test-results/**" -{% endif %} -{% endfor %} - -{% elsif platform.name == "Linux" %} - -{% for testplatform in testplatforms %} -{% for linux_api in linux_apis %} -# Separate block for linux, because the linux agents currently need extra configuration -{{ project.name }}_Linux_{{ linux_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Linux_{{ linux_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - sudo -H pip install --upgrade pip - - sudo -H pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - sudo npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr {{ testplatform.args }}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{{ linux_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% else %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr --extra-editor-arg="{{ linux_api.cmd }}" {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/upm-ci~/test-results/**/*" -{% endfor %} -{% endfor %} - - -{% endif %} -{% endfor %} - - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% if platform.name == "OSX_OpenGLCore" %} - - {% if testplatform.name == "editmode" %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% elsif platform.name == "OSX_Metal" and testplatform.name == "editmode" %} - - {% elsif platform.name == "OSX_Metal" %} - #skip - {% elsif platform.name == "Linux" %} - #skip - - {% elsif platform.name == "Win" %} - {% for win_api in win_apis %} - {% if win_api.name == "Vulkan" %} - #skip - {% elsif win_api.name == "DX12" %} - #skip - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - {% endfor %} - - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.render-pipelines.high-definition-config/**/*" - # - "com.unity.render-pipelines.high-definition/**/*" - # - "com.unity.testing.hdrp/**/*" - # - "TestProjects/HDRP*/**/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} \ No newline at end of file diff --git a/.yamato/upm-ci-hdrp_dxr.yml b/.yamato/upm-ci-hdrp_dxr.yml deleted file mode 100644 index 6cda823b428..00000000000 --- a/.yamato/upm-ci-hdrp_dxr.yml +++ /dev/null @@ -1,92 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large -# - name: Linux -# type: Unity::VM::GPU -# image: cds-ops/ubuntu-18.04-base:stable -# flavor: b1.large -# Not sure if Linux supports DXR -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode -projects: - - name: HDRP_DXR - folder: HDRP_DXR_Tests -win_apis: - - name: DX12 - cmd: -force-d3d12 -#linux_apis: -# - name: OpenGLCore -# cmd: -force-glcore -# - name: Vulkan -# cmd: -force-vulkan ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% if platform.name == "Win" %} - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ testplatform.name }}_{{ win_api.name }} on version {{ editor.version }} - agent: - type: {{ platform.type }} - model: rtx2080 - image: {{ platform.image }} - flavor: {{ platform.flavor}} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200 - {% else %} - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" -{% endfor %} -{% endfor %} - -{% endif %} - -{% endfor %} -{% endfor %} - -All_{{ project.name }}: - name: All {{ project.name }} CI - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% for win_api in win_apis %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_trunk - {% endfor %} - {% endfor %} - {% endfor %} - -{% endfor %} diff --git a/.yamato/upm-ci-hdrp_standalone.yml b/.yamato/upm-ci-hdrp_standalone.yml deleted file mode 100644 index ed2d640cd39..00000000000 --- a/.yamato/upm-ci-hdrp_standalone.yml +++ /dev/null @@ -1,247 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large - - name: OSX_Metal - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode - flavor: m1.mac -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone -projects: - - name: HDRP_Standalone - folder: HDRP_RuntimeTests -win_apis: - - name: DX11 - cmd: -force-d3d11 - - name: Vulkan - cmd: -force-vulkan -mac_apis: - - name: metal - - name: openglcore ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% if platform.name == "Win" %} - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} - -{% if testplatform.name == "Standalone" %} -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : Test {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - flavor: b1.large - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - skip_checkout: true - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto - artifacts: - logs: - paths: - - "**/test-results/**" - dependencies: - - .yamato/upm-ci-hdrp_standalone.yml#Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }} - -Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }}: - name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} - agent: - flavor: b1.xlarge - type: Unity::VM - image: sdet/gamecode_win10:stable - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{% else %} - -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: Unity::VM::GPU - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=test-results - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} - - -{% endfor %} -{% endfor %} - -{% elsif platform.name == "OSX_Metal" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "editmode" %} -#skip because we don't need a GPU to run editmode tests -{% else %} -{{ project.name }}_OSX_Metal_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_Metal_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple'" - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../ScriptableRenderPipeline/ bokken@$BOKKEN_DEVICE_IP:~/ScriptableRenderPipeline - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini - {% if editor.version == 'CUSTOM-REVISION' %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published' - {% else %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmd }} -c editor --wait --published' - {% endif %} - - {% if testplatform.name == "Standalone" %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }}OSX --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results --timeout=1200' - {% else %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }} --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results' - {% endif %} - UTR_RESULT=$? - mkdir -p TestProjects/{{ project.folder }}/test-results/ - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results/ TestProjects/{{ project.folder }}/test-results/ - exit $UTR_RESULT - - artifacts: - logs: - paths: - - "**/test-results/**" -{% endif %} -{% endfor %} - - -{% endif %} -{% endfor %} - - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% if platform.name == "OSX_OpenGLCore" %} - - {% if testplatform.name == "editmode" %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% elsif platform.name == "OSX_Metal" and testplatform.name == "editmode" %} - - {% elsif platform.name == "OSX_Metal" %} - #skip - {% elsif platform.name == "Linux" %} - #skip - - {% elsif platform.name == "Win" %} - {% for win_api in win_apis %} - {% if win_api.name == "Vulkan" %} - #skip - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - {% endfor %} - - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.render-pipelines.high-definition-config/**/*" - # - "com.unity.render-pipelines.high-definition/**/*" - # - "com.unity.testing.hdrp/**/*" - # - "TestProjects/HDRP*/**/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} \ No newline at end of file diff --git a/.yamato/upm-ci-packages.yml b/.yamato/upm-ci-packages.yml deleted file mode 100644 index 9dabf42a118..00000000000 --- a/.yamato/upm-ci-packages.yml +++ /dev/null @@ -1,177 +0,0 @@ -editors: - - version: trunk -packages: - - name: Core - id: core - packagename: com.unity.render-pipelines.core - dependencies: - - .yamato/upm-ci-packages.yml#pack_core - - name: Lightweight - id: lwrp - packagename: com.unity.render-pipelines.lightweight - dependencies: - - .yamato/upm-ci-packages.yml#pack_core - - .yamato/upm-ci-packages.yml#pack_shadergraph - - .yamato/upm-ci-packages.yml#pack_universal - - .yamato/upm-ci-packages.yml#pack_lwrp - hascodependencies: 1 - - name: ShaderGraph - id: shadergraph - packagename: com.unity.shadergraph - dependencies: - - .yamato/upm-ci-packages.yml#pack_core - - .yamato/upm-ci-packages.yml#pack_shadergraph - hascodependencies: 1 - - name: HDRP - id: hdrp - packagename: com.unity.render-pipelines.high-definition - dependencies: - - .yamato/upm-ci-packages.yml#pack_core - - .yamato/upm-ci-packages.yml#pack_shadergraph - - .yamato/upm-ci-packages.yml#pack_vfx - - .yamato/upm-ci-packages.yml#pack_config - - .yamato/upm-ci-packages.yml#pack_hdrp - hascodependencies: 1 - - name: Universal - id: universal - packagename: com.unity.render-pipelines.universal - dependencies: - - .yamato/upm-ci-packages.yml#pack_core - - .yamato/upm-ci-packages.yml#pack_shadergraph - - .yamato/upm-ci-packages.yml#pack_universal - hascodependencies: 1 - - name: VFX - id: vfx - packagename: com.unity.visualeffectgraph - dependencies: - - .yamato/upm-ci-packages.yml#pack_core - - .yamato/upm-ci-packages.yml#pack_shadergraph - - .yamato/upm-ci-packages.yml#pack_vfx - hascodependencies: 1 - - name: Config - id: config - packagename: com.unity.render-pipelines.high-definition-config - dependencies: - - .yamato/upm-ci-packages.yml#pack_core - - .yamato/upm-ci-packages.yml#pack_config - hascodependencies: 1 -platforms: - - name: win - agent: - type: Unity::VM - image: package-ci/win10:stable - flavor: b1.large - copycmd: copy upm-ci~\packages\*.tgz .Editor\Data\Resources\PackageManager\Editor - editorpath: .\.Editor - - name: mac - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - copycmd: cp ./upm-ci~/packages/*.tgz ./.Editor/Unity.app/Contents/Resources/PackageManager/Editor - editorpath: "$(pwd)/.Editor/Unity.app/Contents/MacOS/Unity" ---- -{% for package in packages %} -pack_{{ package.id }}: - name: z_(do not use) Pack {{ package.name }} - agent: - type: Unity::VM - image: package-ci/win10:stable - flavor: b1.large - commands: - - npm install upm-ci-utils@stable -g --registry https://api.bintray.com/npm/unity/unity-npm - - upm-ci package pack --package-path {{ package.packagename }} - artifacts: - packages: - paths: - - "upm-ci~/packages/**/*" -{% endfor %} - -{% for editor in editors %} -{% for platform in platforms %} -{% for package in packages %} -test_{{ package.id }}_{{ platform.name }}_{{ editor.version }}: - name: z_(do not use) Test {{ package.name }} {{ platform.name }} {{ editor.version }} - agent: - type: {{ platform.agent.type }} - image: {{ platform.agent.image }} - flavor: {{ platform.agent.flavor }} - commands: - - npm install upm-ci-utils@stable -g --registry https://api.bintray.com/npm/unity/unity-npm - {% if package.hascodependencies %} - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - unity-downloader-cli -u {{ editor.version }} -c editor --wait - - {{ platform.copycmd }} - - upm-ci package test -u {{ platform.editorpath }} --package-path {{ package.packagename }} - - upm-ci package test -u {{ platform.editorpath }} --type updated-dependencies-tests --package-path {{ package.packagename }} - {% else %} - - upm-ci package test -u {{ editor.version }} --package-path {{ package.packagename }} - - upm-ci package test -u {{ editor.version }} --type updated-dependencies-tests --package-path {{ package.packagename }} - {% endif %} - artifacts: - logs: - paths: - - "**/upm-ci~/test-results/**/*" - dependencies: - {% for dep in package.dependencies %} - - {{ dep }} - {% endfor %} -{% endfor %} -{% endfor %} -{% endfor %} - -all_package_ci: - name: Pack and test all packages - agent: - type: Unity::VM - image: package-ci/win10:stable - flavor: b1.large - commands: - - npm install upm-ci-utils@stable -g --registry https://api.bintray.com/npm/unity/unity-npm - - upm-ci package izon -t - - upm-ci package izon -d - dependencies: -{% for editor in editors %} -{% for platform in platforms %} -{% for package in packages %} - - .yamato/upm-ci-packages.yml#test_{{ package.id}}_{{ platform.name }}_{{ editor.version }} -{% endfor %} -{% endfor %} -{% endfor %} - -{% for package in packages %} -publish_{{ package.id }}: - name: z_(do not use) Publish {{ package.name }} - agent: - type: Unity::VM - image: package-ci/win10:stable - flavor: b1.large - commands: - - npm install upm-ci-utils@stable -g --registry https://api.bintray.com/npm/unity/unity-npm - - upm-ci package publish --package-path {{ package.packagename }} - artifacts: - packages: - paths: - - "upm-ci~/packages/*.tgz" - dependencies: - - .yamato/upm-ci-packages.yml#pack_{{ package.id }} -{% for editor in editors %} -{% for platform in platforms %} - - .yamato/upm-ci-packages.yml#test_{{ package.id}}_{{ platform.name }}_{{ editor.version }} -{% endfor %} -{% endfor %} -{% endfor %} - -publish_all: - name: Publish all packages - agent: - type: Unity::VM - image: package-ci/ubuntu:stable - flavor: b1.large - commands: - - git tag v$(cd com.unity.render-pipelines.core && node -e "console.log(require('./package.json').version)") - - git push origin --tags - dependencies: -{% for package in packages %} - - .yamato/upm-ci-packages.yml#publish_{{ package.id }} -{% endfor %} \ No newline at end of file diff --git a/.yamato/upm-ci-postprocessing.yml b/.yamato/upm-ci-postprocessing.yml deleted file mode 100644 index e0282da4a64..00000000000 --- a/.yamato/upm-ci-postprocessing.yml +++ /dev/null @@ -1,207 +0,0 @@ -editors: - - version: trunk -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large - - name: OSX_Metal - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode - flavor: m1.mac - - name: OSX_OpenGLCore - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode - - name: editmode - args: --suite=editor --platform=editmode -projects: - - name: PostProcessing - folder: PostProcessing -win_apis: - - name: DX11 - cmd: -force-d3d11 - - name: Vulkan - cmd: -force-vulkan -mac_apis: - - name: metal - - name: openglcore -linux_apis: - - name: OpenGLCore - cmd: -force-glcore - - name: Vulkan - cmd: -force-vulkan ---- -{% for project in projects %} -{% for editor in editors %} - -{% for testplatform in testplatforms %} -{{ project.name }}_OSX_OpenGLCore_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_OpenGLCore_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - cd TestProjects/{{ project.folder }} && unity-downloader-cli -b {{ editor.version }} -c editor --wait --published - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200 - {% else %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" -{% endfor %} - - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} -{{ project.name }}_Win_{{ testplatform.name }}_{{ win_api.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ testplatform.name }}_{{ win_api.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: Unity::VM::GPU - {% endif %} - image: sdet/gamecode_win10:stable - flavor: b1.large - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - cd TestProjects/{{ project.folder }} && unity-downloader-cli -b {{ editor.version }} -c editor --wait --published - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && powershell -command "utr/utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200" - {% else %} - - cd TestProjects/{{ project.folder }} && powershell -command "utr/utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results" - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" -{% endfor %} -{% endfor %} - - -{% for testplatform in testplatforms %} -{% if testplatform.name == "editmode" %} -#skip because we don't need a GPU to run editmode tests -{% else %} -{{ project.name }}_OSX_Metal_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_Metal_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode - flavor: m1.mac - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple'" - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../ScriptableRenderPipeline/ bokken@$BOKKEN_DEVICE_IP:~/ScriptableRenderPipeline - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli -u {{ editor.version }} -c editor --wait --published' - {% if testplatform.name == "Standalone" %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }}OSX --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results --timeout=1200' - {% else %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }} --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results' - {% endif %} - UTR_RESULT=$? - mkdir -p TestProjects/{{ project.folder }}/test-results/ - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results/ TestProjects/{{ project.folder }}/test-results/ - exit $UTR_RESULT - - artifacts: - logs: - paths: - - "**/test-results/**" -{% endif %} -{% endfor %} - -{% for testplatform in testplatforms %} -{% for linux_api in linux_apis %} -# Separate block for linux, because the linux agents currently need extra configuration -{{ project.name }}_Linux_{{ testplatform.name }}_{{ linux_api.name }}_{{ editor.version }}: - name : {{ project.name }} on Linux_{{ testplatform.name }}_{{ linux_api.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: Unity::VM::GPU - {% endif %} - image: cds-ops/ubuntu-18.04-base:latest - flavor: b1.large - commands: - - sudo -H pip install --upgrade pip - - sudo -H pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - sudo npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli -b {{ editor.version }} -c editor --wait --published - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr {{ testplatform.args }}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{{ linux_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% else %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr --extra-editor-arg="{{ linux_api.cmd }}" {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**/*" -{% endfor %} -{% endfor %} - - -All_{{ project.name }}: - name: All {{ project.name }} CI - agent: - name: whatever - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:latest - flavor: b1.small - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% if platform.name == "OSX_OpenGLCore" %} - - {% if testplatform.name == "editmode" %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% elsif platform.name == "OSX_Metal" and testplatform.name == "editmode" %} - - {% elsif platform.name == "OSX_Metal" %} - #skip - - {% elsif platform.name == "Win" %} - {% for win_api in win_apis %} - {% if win_api.name == "Vulkan" %} - #skip - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ win_api.name }}_{{ editor.version }} - {% endif %} - {% endfor %} - - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% endfor %} - {% endfor %} - -{% endfor %} -{% endfor %} \ No newline at end of file diff --git a/.yamato/upm-ci-shadergraph.yml b/.yamato/upm-ci-shadergraph.yml deleted file mode 100644 index d4f1f68e832..00000000000 --- a/.yamato/upm-ci-shadergraph.yml +++ /dev/null @@ -1,402 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large - - name: OSX_Metal - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode:stable - flavor: m1.mac - - name: OSX_OpenGLCore - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - - name: Linux - type: Unity::VM::GPU - image: cds-ops/ubuntu-18.04-base:stable - flavor: b1.large -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode - - name: editmode - args: --suite=editor --platform=editmode -projects: - - name: ShaderGraph - folder: ShaderGraph -win_apis: - - name: DX11 - cmd: -force-d3d11 - - name: Vulkan - cmd: -force-vulkan -mac_apis: - - name: metal - - name: openglcore -linux_apis: - - name: OpenGLCore - cmd: -force-glcore - - name: Vulkan - cmd: -force-vulkan ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% if platform.name == "Win" %} - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} - -{% if testplatform.name == "Standalone" %} -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : Test {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - flavor: b1.large - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - skip_checkout: true - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto - artifacts: - logs: - paths: - - "**/test-results/**" - dependencies: - - .yamato/upm-ci-shadergraph.yml#Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }} - -Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }}: - name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} - agent: - flavor: b1.xlarge - type: Unity::VM - image: sdet/gamecode_win10:stable - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{% else %} - -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: Unity::VM::GPU - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=test-results - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} - - -{% endfor %} -{% endfor %} - -{% elsif platform.name == "OSX_OpenGLCore" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "Standalone" %} -Build_{{ project.name }}_OSX_OpenGLCore_Player_{{ editor.version }}: - name : Build {{ project.name }} on OSX_OpenGLCore_Player on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{{ project.name }}_OSX_OpenGLCore_Standalone_{{ editor.version }}: - name: Test {{ project.name }} on OSX_OpenGLCore_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - skip_checkout: true - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-load-path=players --player-connection-ip=auto - dependencies: - - .yamato/upm-ci-shadergraph.yml#Build_{{ project.name }}_OSX_OpenGLCore_Player_{{ editor.version }} - artifacts: - logs: - paths: - - "**/test-results/**" -{% else %} - -{{ project.name }}_OSX_OpenGLCore_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_OpenGLCore_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=test-results - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200 - {% else %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} -{% endfor %} - -{% elsif platform.name == "OSX_Metal" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "editmode" %} -#skip because we don't need a GPU to run editmode tests -{% else %} -{{ project.name }}_OSX_Metal_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_Metal_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple'" - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../ScriptableRenderPipeline/ bokken@$BOKKEN_DEVICE_IP:~/ScriptableRenderPipeline - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini - {% if editor.version == 'CUSTOM-REVISION' %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published' - {% else %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmd }} -c editor --wait --published' - {% endif %} - - {% if testplatform.name == "Standalone" %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }}OSX --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results --timeout=1200' - {% else %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }} --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results' - {% endif %} - UTR_RESULT=$? - mkdir -p TestProjects/{{ project.folder }}/test-results/ - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results/ TestProjects/{{ project.folder }}/test-results/ - exit $UTR_RESULT - - artifacts: - logs: - paths: - - "**/test-results/**" -{% endif %} -{% endfor %} - -{% elsif platform.name == "Linux" %} - -{% for testplatform in testplatforms %} -{% for linux_api in linux_apis %} -# Separate block for linux, because the linux agents currently need extra configuration -{{ project.name }}_Linux_{{ linux_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Linux_{{ linux_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - sudo -H pip install --upgrade pip - - sudo -H pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - sudo npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr {{ testplatform.args }}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{{ linux_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% else %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr --extra-editor-arg="{{ linux_api.cmd }}" {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/upm-ci~/test-results/**/*" -{% endfor %} -{% endfor %} - - -{% endif %} -{% endfor %} - - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% if platform.name == "OSX_OpenGLCore" %} - - {% if testplatform.name == "editmode" %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% elsif platform.name == "OSX_Metal" and testplatform.name == "editmode" %} - - {% elsif platform.name == "OSX_Metal" %} - #skip - {% elsif platform.name == "Linux" %} - #skip - - {% elsif platform.name == "Win" %} - {% for win_api in win_apis %} - {% if win_api.name == "Vulkan" %} - #skip - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - {% endfor %} - - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.shadergraph/**/*" - # - "TestProjects/ShaderGraph*/**/*" - # - "com.unity.render-pipelines.universal/Editor/ShaderGraph/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} diff --git a/.yamato/upm-ci-shadergraph_stereo.yml b/.yamato/upm-ci-shadergraph_stereo.yml deleted file mode 100644 index 0c97c1503c7..00000000000 --- a/.yamato/upm-ci-shadergraph_stereo.yml +++ /dev/null @@ -1,160 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode - - name: editmode - args: --suite=editor --platform=editmode -projects: - - name: ShaderGraph_Stereo - folder: ShaderGraphUniversalStereo ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% for testplatform in testplatforms %} - -{% if testplatform.name == "Standalone" %} -{{ project.name }}_Win_{{ testplatform.name }}_{{ editor.version }}: - name : Test {{ project.name }} on Win_{{ testplatform.name }} on version {{ editor.version }} - agent: - flavor: b1.large - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - skip_checkout: true -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto - artifacts: - logs: - paths: - - "**/test-results/**" - dependencies: - - .yamato/upm-ci-shadergraph_stereo.yml#Build_{{ project.name }}_Win_Player_{{ editor.version }} - -Build_{{ project.name }}_Win_Player_{{ editor.version }}: - name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} - agent: - flavor: b1.xlarge - type: Unity::VM - image: sdet/gamecode_win10:stable -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{% else %} - -{{ project.name }}_Win_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor}} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} - - -{% endfor %} -{% endfor %} - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.shadergraph/**/*" - # - "TestProjects/ShaderGraph*/**/*" - # - "com.unity.render-pipelines.universal/Editor/ShaderGraph/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} diff --git a/.yamato/upm-ci-universal.yml b/.yamato/upm-ci-universal.yml deleted file mode 100644 index 63d54a704e9..00000000000 --- a/.yamato/upm-ci-universal.yml +++ /dev/null @@ -1,434 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large - - name: OSX_Metal - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode:stable - flavor: m1.mac - - name: OSX_OpenGLCore - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - - name: Linux - type: Unity::VM::GPU - image: cds-ops/ubuntu-18.04-base:stable - flavor: b1.large - - name: Android - type: Unity::mobile::android - image: mobile/android-execution-r19:stable - flavor: b1.large -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode - - name: editmode - args: --suite=editor --platform=editmode -mobiles: - - name: Android - type: Unity::mobile::android - image: mobile/android-execution-r19:stable - flavor: b1.large -projects: - - name: Universal - folder: UniversalGraphicsTest -win_apis: - - name: DX11 - cmd: -force-d3d11 - - name: Vulkan - cmd: -force-vulkan -mac_apis: - - name: metal - - name: openglcore -linux_apis: - - name: OpenGLCore - cmd: -force-glcore - - name: Vulkan - cmd: -force-vulkan ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% if platform.name == "Win" %} - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} - -{% if testplatform.name == "Standalone" %} -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : Test {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - flavor: b1.large - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - skip_checkout: true -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto - artifacts: - logs: - paths: - - "**/test-results/**" - dependencies: - - .yamato/upm-ci-universal.yml#Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }} - -Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }}: - name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} - agent: - flavor: b1.xlarge - type: Unity::VM - image: sdet/gamecode_win10:stable -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{% else %} - -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=test-results - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} - - -{% endfor %} -{% endfor %} - -{% elsif platform.name == "OSX_OpenGLCore" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "Standalone" %} -Build_{{ project.name }}_OSX_OpenGLCore_Player_{{ editor.version }}: - name : Build {{ project.name }} on OSX_OpenGLCore_Player on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{{ project.name }}_OSX_OpenGLCore_Standalone_{{ editor.version }}: - name: Test {{ project.name }} on OSX_OpenGLCore_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - skip_checkout: true -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-load-path=players --player-connection-ip=auto - dependencies: - - .yamato/upm-ci-universal.yml#Build_{{ project.name }}_OSX_OpenGLCore_Player_{{ editor.version }} - artifacts: - logs: - paths: - - "**/test-results/**" -{% else %} - -{{ project.name }}_OSX_OpenGLCore_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_OpenGLCore_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=test-results - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200 - {% else %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} -{% endfor %} - -{% elsif platform.name == "OSX_Metal" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "editmode" %} -#skip because we don't need a GPU to run editmode tests -{% else %} -{{ project.name }}_OSX_Metal_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_Metal_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple'" - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../ScriptableRenderPipeline/ bokken@$BOKKEN_DEVICE_IP:~/ScriptableRenderPipeline - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini - {% if editor.version == 'CUSTOM-REVISION' %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published' - {% else %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmd }} -c editor --wait --published' - {% endif %} - - {% if testplatform.name == "Standalone" %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }}OSX --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results --timeout=1400' - {% else %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }} --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results' - {% endif %} - UTR_RESULT=$? - mkdir -p TestProjects/{{ project.folder }}/test-results/ - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results/ TestProjects/{{ project.folder }}/test-results/ - exit $UTR_RESULT - - artifacts: - logs: - paths: - - "**/test-results/**" -{% endif %} -{% endfor %} - -{% elsif platform.name == "Linux" %} - -{% for testplatform in testplatforms %} -{% for linux_api in linux_apis %} -# Separate block for linux, because the linux agents currently need extra configuration -{{ project.name }}_Linux_{{ linux_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Linux_{{ linux_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - sudo -H pip install --upgrade pip - - sudo -H pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - sudo npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr {{ testplatform.args }}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{{ linux_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results - {% else %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr --extra-editor-arg="{{ linux_api.cmd }}" {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**/*" -{% endfor %} -{% endfor %} - -{% elsif platform.name == "Android" %} - - -{{ project.name }}_Android_{{ editor.version }}: - name: {{ project.name }} on Android on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} - commands: - - wget http://artifactory-slo.bf.unity3d.com/artifactory/ie-generic-core-automation/tools/android/shield/adbkey.pub -O %USERPROFILE%/.android/adbkey.pub - - wget http://artifactory-slo.bf.unity3d.com/artifactory/ie-generic-core-automation/tools/android/shield/adbkey -O %USERPROFILE%/.android/adbkey - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - git clone git@github.cds.internal.unity3d.com:unity/utr.git utr - - unity-downloader-cli {{ editor.cmd }} -p WindowsEditor -c editor -c Android --wait - - > - %ANDROID_SDK_ROOT%\platform-tools\adb.exe connect %BOKKEN_DEVICE_IP% - - powershell %ANDROID_SDK_ROOT%\platform-tools\adb.exe devices - - NetSh Advfirewall set allprofiles state off - - utr\utr --suite=playmode --platform=Android --testproject=TestProjects\{{ project.folder }} --editor-location=WindowsEditor --artifacts_path=test-results --scripting-backend=il2cpp --timeout=1200 - - start %ANDROID_SDK_ROOT%\platform-tools\adb.exe kill-server - artifacts: - logs: - paths: - - "**test-results/**/*" - - -{% endif %} -{% endfor %} - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% if platform.name == "OSX_OpenGLCore" %} - - {% if testplatform.name == "editmode" %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% elsif platform.name == "Android" %} - #skip - - {% elsif platform.name == "Linux" %} - #skip - - {% elsif platform.name == "OSX_Metal" and testplatform.name == "editmode" %} - - - {% elsif platform.name == "Win" %} - {% for win_api in win_apis %} - {% if win_api.name == "Vulkan" %} - #skip - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - {% endfor %} - - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.render-pipelines.universal/**/*" - # - "TestProjects/Universal*/**/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} diff --git a/.yamato/upm-ci-universal_stereo.yml b/.yamato/upm-ci-universal_stereo.yml deleted file mode 100644 index 861b0087f98..00000000000 --- a/.yamato/upm-ci-universal_stereo.yml +++ /dev/null @@ -1,160 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode - - name: editmode - args: --suite=editor --platform=editmode -projects: - - name: Universal_Stereo - folder: UniversalGfxTestStereo ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% for testplatform in testplatforms %} - -{% if testplatform.name == "Standalone" %} -{{ project.name }}_Win_{{ testplatform.name }}_{{ editor.version }}: - name : Test {{ project.name }} on Win_{{ testplatform.name }} on version {{ editor.version }} - agent: - flavor: b1.large - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - skip_checkout: true -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto - artifacts: - logs: - paths: - - "**/test-results/**" - dependencies: - - .yamato/upm-ci-universal_stereo.yml#Build_{{ project.name }}_Win_Player_{{ editor.version }} - -Build_{{ project.name }}_Win_Player_{{ editor.version }}: - name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} - agent: - flavor: b1.xlarge - type: Unity::VM - image: sdet/gamecode_win10:stable -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{% else %} - -{{ project.name }}_Win_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor}} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} - - -{% endfor %} -{% endfor %} - - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.render-pipelines.universal/**/*" - # - "TestProjects/Universal*/**/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} \ No newline at end of file diff --git a/.yamato/upm-ci-vfx_lwrp.yml b/.yamato/upm-ci-vfx_lwrp.yml deleted file mode 100644 index 8442915a951..00000000000 --- a/.yamato/upm-ci-vfx_lwrp.yml +++ /dev/null @@ -1,400 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large - - name: OSX_Metal - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode - flavor: m1.mac - - name: OSX_OpenGLCore - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - - name: Linux - type: Unity::VM::GPU - image: cds-ops/ubuntu-18.04-base:stable - flavor: b1.large -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode -# - name: editmode -# args: --suite=editor --platform=editmode -projects: - - name: VFX_LWRP - folder: VisualEffectGraph_LWRP -win_apis: - - name: DX11 - cmd: -force-d3d11 - - name: Vulkan - cmd: -force-vulkan -linux_apis: - - name: OpenGLCore - cmd: -force-glcore - - name: Vulkan - cmd: -force-vulkan ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% if platform.name == "Win" %} - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} - -{% if testplatform.name == "Standalone" %} -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : Test {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - flavor: b1.large - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - skip_checkout: true - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto - artifacts: - logs: - paths: - - "**/test-results/**" - dependencies: - - .yamato/upm-ci-vfx_lwrp.yml#Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }} - -Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }}: - name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} - agent: - flavor: b1.xlarge - type: Unity::VM - image: sdet/gamecode_win10:stable - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{% else %} - -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: Unity::VM::GPU - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=test-results - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} - - -{% endfor %} -{% endfor %} - -{% elsif platform.name == "OSX_OpenGLCore" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "Standalone" %} -Build_{{ project.name }}_OSX_OpenGLCore_Player_{{ editor.version }}: - name : Build {{ project.name }} on OSX_OpenGLCore_Player on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{{ project.name }}_OSX_OpenGLCore_Standalone_{{ editor.version }}: - name: Test {{ project.name }} on OSX_OpenGLCore_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - skip_checkout: true - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-load-path=players --player-connection-ip=auto - dependencies: - - .yamato/upm-ci-vfx_lwrp.yml#Build_{{ project.name }}_OSX_OpenGLCore_Player_{{ editor.version }} - artifacts: - logs: - paths: - - "**/test-results/**" -{% else %} - -{{ project.name }}_OSX_OpenGLCore_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_OpenGLCore_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: Unity::VM::osx - image: buildfarm/mac:stable - flavor: m1.mac - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=test-results - - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }}OSX --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results --timeout=1200 - {% else %} - - cd TestProjects/{{ project.folder }} && utr/utr {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} -{% endfor %} - -{% elsif platform.name == "OSX_Metal" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "editmode" %} -#skip because we don't need a GPU to run editmode tests -{% else %} -{{ project.name }}_OSX_Metal_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_Metal_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple'" - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../ScriptableRenderPipeline/ bokken@$BOKKEN_DEVICE_IP:~/ScriptableRenderPipeline - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini - {% if editor.version == 'CUSTOM-REVISION' %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published' - {% else %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmd }} -c editor --wait --published' - {% endif %} - - {% if testplatform.name == "Standalone" %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }}OSX --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results --timeout=1200' - {% else %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }} --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results' - {% endif %} - UTR_RESULT=$? - mkdir -p TestProjects/{{ project.folder }}/test-results/ - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results/ TestProjects/{{ project.folder }}/test-results/ - exit $UTR_RESULT - - artifacts: - logs: - paths: - - "**/test-results/**" -{% endif %} -{% endfor %} - -{% elsif platform.name == "Linux" %} - -{% for testplatform in testplatforms %} -{% for linux_api in linux_apis %} -# Separate block for linux, because the linux agents currently need extra configuration -{{ project.name }}_Linux_{{ linux_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Linux_{{ linux_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - sudo -H pip install --upgrade pip - - sudo -H pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - sudo npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr {{ testplatform.args }}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{{ linux_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% else %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr --extra-editor-arg="{{ linux_api.cmd }}" {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**/*" -{% endfor %} -{% endfor %} - - -{% endif %} -{% endfor %} - - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% if platform.name == "OSX_OpenGLCore" %} - - {% if testplatform.name == "editmode" %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% elsif platform.name == "OSX_Metal" and testplatform.name == "editmode" %} - - {% elsif platform.name == "OSX_Metal" %} - #skip - {% elsif platform.name == "Linux" %} - #skip - - {% elsif platform.name == "Win" %} - {% for win_api in win_apis %} - {% if win_api.name == "Vulkan" %} - #skip - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - {% endfor %} - - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.visualeffectgraph/**/*" - # - "com.unity.testing.visualeffectgraph/**/*" - # - "TestProjects/VisualEffectGraph*/**/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} diff --git a/.yamato/upm-ci-vfxmain.yml b/.yamato/upm-ci-vfxmain.yml deleted file mode 100644 index 1bf2c970456..00000000000 --- a/.yamato/upm-ci-vfxmain.yml +++ /dev/null @@ -1,297 +0,0 @@ -editors: - - version: trunk - cmd: -u trunk - - version: fast-trunk - cmd: -u trunk --fast - - version: CUSTOM-REVISION - cmdwin: -r %CUSTOM_REVISION% - cmdposix: -r $CUSTOM_REVISION -platforms: - - name: Win - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - flavor: b1.large - - name: OSX_Metal - type: Unity::metal::macmini - image: slough-ops/macos-10.14-xcode - flavor: m1.mac - - name: Linux - type: Unity::VM::GPU - image: cds-ops/ubuntu-18.04-base:stable - flavor: b1.large -testplatforms: - - name: Standalone - args: --suite=playmode --platform=Standalone - - name: playmode - args: --suite=playmode - - name: editmode - args: --suite=editor --platform=editmode -projects: - - name: VFXMain - folder: VisualEffectGraph -win_apis: - - name: DX11 - cmd: -force-d3d11 - - name: Vulkan - cmd: -force-vulkan -linux_apis: - - name: Vulkan - cmd: -force-vulkan ---- -{% for project in projects %} -{% for editor in editors %} -{% for platform in platforms %} - -{% if platform.name == "Win" %} - -{% for testplatform in testplatforms %} -{% for win_api in win_apis %} - -{% if testplatform.name == "Standalone" %} -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : Test {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - flavor: b1.large - type: Unity::VM::GPU - image: sdet/gamecode_win10:stable - skip_checkout: true -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto - artifacts: - logs: - paths: - - "**/test-results/**" - dependencies: - - .yamato/upm-ci-vfxmain.yml#Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }} - -Build_{{ project.name }}_Win_{{ win_api.name }}_Player_{{ editor.version }}: - name : Build {{ project.name }} on Win_{{ win_api.name }}_Player on version {{ editor.version }} - agent: - flavor: b1.xlarge - type: Unity::VM - image: sdet/gamecode_win10:stable -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple --pre - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }}Windows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindows{{ win_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only - artifacts: - logs: - paths: - - "**/test-results/**" - players: - paths: - - "players/**" - -{% else %} - -{{ project.name }}_Win_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Win_{{ win_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - #model: rtx2080 - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmdwin }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - - cd TestProjects/{{ project.folder }} && utr\utr {{ testplatform.args }} --extra-editor-arg="{{ win_api.cmd }}" --testproject=. --editor-location=.Editor --artifacts_path=test-results - artifacts: - logs: - paths: - - "**/test-results/**" - -{% endif %} - - -{% endfor %} -{% endfor %} - -{% elsif platform.name == "OSX_Metal" %} - -{% for testplatform in testplatforms %} -{% if testplatform.name == "editmode" %} -#skip because we don't need a GPU to run editmode tests -{% else %} -{{ project.name }}_OSX_Metal_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on OSX_Metal_{{ testplatform.name }} on version {{ editor.version }} - agent: - type: {{ platform.type }} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple'" - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r ../ScriptableRenderPipeline/ bokken@$BOKKEN_DEVICE_IP:~/ScriptableRenderPipeline - - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini - {% if editor.version == 'CUSTOM-REVISION' %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published' - {% else %} - - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli {{ editor.cmd }} -c editor --wait --published' - {% endif %} - - {% if testplatform.name == "Standalone" %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }}OSX --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results --timeout=1200' - {% else %} - - | - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP 'cd ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }} && ~/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/utr/utr {{ testplatform.args }} --testproject=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }} --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results' - {% endif %} - UTR_RESULT=$? - mkdir -p TestProjects/{{ project.folder }}/test-results/ - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/ScriptableRenderPipeline/TestProjects/{{ project.folder }}/test-results/ TestProjects/{{ project.folder }}/test-results/ - exit $UTR_RESULT - - artifacts: - logs: - paths: - - "**/test-results/**" -{% endif %} -{% endfor %} - -{% elsif platform.name == "Linux" %} - -{% for testplatform in testplatforms %} -{% for linux_api in linux_apis %} -# Separate block for linux, because the linux agents currently need extra configuration -{{ project.name }}_Linux_{{ linux_api.name }}_{{ testplatform.name }}_{{ editor.version }}: - name : {{ project.name }} on Linux_{{ linux_api.name }}_{{ testplatform.name }} on version {{ editor.version }} - agent: - {% if testplatform.name == "editmode" %} - type: Unity::VM - {% else %} - type: {{ platform.type }} - {% endif %} - image: {{ platform.image }} - flavor: {{ platform.flavor }} -{% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set -{% endif %} - commands: - - sudo -H pip install --upgrade pip - - sudo -H pip install unity-downloader-cli --extra-index-url https://artifactory.eu-cph-1.unityops.net/api/pypi/common-python/simple - - sudo npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm - - git clone git@github.cds.internal.unity3d.com:unity/utr.git TestProjects/{{ project.folder }}/utr - - {% if editor.version == 'CUSTOM-REVISION' %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmdposix }} -c editor --wait --published - {% else %} - - cd TestProjects/{{ project.folder }} && sudo unity-downloader-cli {{ editor.cmd }} -c editor --wait --published - {% endif %} - - {% if testplatform.name == "Standalone" %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr {{ testplatform.args }}Linux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinux{{ linux_api.name }}Linear" --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% else %} - - cd TestProjects/{{ project.folder }} && DISPLAY=:0.0 utr/utr --extra-editor-arg="{{ linux_api.cmd }}" {{ testplatform.args }} --testproject=. --editor-location=.Editor --artifacts_path=upm-ci~/test-results - {% endif %} - artifacts: - logs: - paths: - - "**/test-results/**/*" -{% endfor %} -{% endfor %} - - -{% endif %} -{% endfor %} - -All_{{ project.name }}_{{ editor.version }}: - name: All {{ project.name }} CI - {{ editor.version }} - agent: - type: Unity::VM - image: cds-ops/ubuntu-18.04-agent:stable - flavor: b1.small - {% if editor.version == 'CUSTOM-REVISION' %} - variables: - CUSTOM_REVISION: custom_revision_not_set - {% endif %} - commands: - - dir - dependencies: - {% for platform in platforms %} - {% for testplatform in testplatforms %} - {% if platform.name == "OSX_OpenGLCore" %} - - {% if testplatform.name == "editmode" %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% elsif platform.name == "OSX_Metal" and testplatform.name == "editmode" %} - - {% elsif platform.name == "OSX_Metal" %} - #skip - {% elsif platform.name == "Linux" %} - #skip - - {% elsif platform.name == "Win" %} - {% for win_api in win_apis %} - {% if win_api.name == "Vulkan" %} - #skip - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ win_api.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - {% endfor %} - - {% else %} - - .yamato/upm-ci-{{ project.name | downcase }}.yml#{{ project.name }}_{{ platform.name }}_{{ testplatform.name }}_{{ editor.version }} - {% endif %} - - {% endfor %} - {% endfor %} - # {% if editor.version == "fast-trunk" %} - # triggers: - # changes: - # only: - # - "com.unity.visualeffectgraph/**/*" - # - "com.unity.testing.visualeffectgraph/**/*" - # - "TestProjects/VisualEffectGraph*/**/*" - # except: - # - "**/*.md" - # {% endif %} - -{% endfor %} -{% endfor %} \ No newline at end of file diff --git a/.yamato/vfx_hdrp-linux-vulkan.yml b/.yamato/vfx_hdrp-linux-vulkan.yml new file mode 100644 index 00000000000..8e10284ee19 --- /dev/null +++ b/.yamato/vfx_hdrp-linux-vulkan.yml @@ -0,0 +1,206 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_HDRP_Linux_Vulkan_Standalone_2020.1: + name: VFX_HDRP on Linux_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_playmode_2020.1: + name: VFX_HDRP on Linux_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_editmode_2020.1: + name: VFX_HDRP on Linux_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_Standalone_fast-2020.1: + name: VFX_HDRP on Linux_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_playmode_fast-2020.1: + name: VFX_HDRP on Linux_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_editmode_fast-2020.1: + name: VFX_HDRP on Linux_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_Standalone_CUSTOM-REVISION: + name: VFX_HDRP on Linux_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_playmode_CUSTOM-REVISION: + name: VFX_HDRP on Linux_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Linux_Vulkan_editmode_CUSTOM-REVISION: + name: VFX_HDRP on Linux_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - cd TestProjects/VisualEffectGraph_HDRP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && DISPLAY=:0.0 ./utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_hdrp-osx-metal.yml b/.yamato/vfx_hdrp-osx-metal.yml new file mode 100644 index 00000000000..7629bdbdcf4 --- /dev/null +++ b/.yamato/vfx_hdrp-osx-metal.yml @@ -0,0 +1,269 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_HDRP_OSX_Metal_Standalone_2020.1: + name: VFX_HDRP on OSX_Metal_Standalone on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_playmode_2020.1: + name: VFX_HDRP on OSX_Metal_playmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_editmode_2020.1: + name: VFX_HDRP on OSX_Metal_editmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_Standalone_fast-2020.1: + name: VFX_HDRP on OSX_Metal_Standalone on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_playmode_fast-2020.1: + name: VFX_HDRP on OSX_Metal_playmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_editmode_fast-2020.1: + name: VFX_HDRP on OSX_Metal_editmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_Standalone_CUSTOM-REVISION: + name: VFX_HDRP on OSX_Metal_Standalone on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_playmode_CUSTOM-REVISION: + name: VFX_HDRP on OSX_Metal_playmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_OSX_Metal_editmode_CUSTOM-REVISION: + name: VFX_HDRP on OSX_Metal_editmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_HDRP/utr + - chmod +x TestProjects/VisualEffectGraph_HDRP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_HDRP && ~/Graphics/TestProjects/VisualEffectGraph_HDRP/utr --suite=editor --platform=editmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_HDRP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_HDRP/test-results/ TestProjects/VisualEffectGraph_HDRP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_hdrp-win-dx11.yml b/.yamato/vfx_hdrp-win-dx11.yml new file mode 100644 index 00000000000..51025d18219 --- /dev/null +++ b/.yamato/vfx_hdrp-win-dx11.yml @@ -0,0 +1,261 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_HDRP_Win_DX11_Standalone_2020.1: + name: VFX_HDRP on Win_DX11_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#Build_VFX_HDRP_Win_DX11_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_HDRP_Win_DX11_Player_2020.1: + name: Build VFX_HDRP on Win_DX11_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_HDRP_Win_DX11_playmode_2020.1: + name: VFX_HDRP on Win_DX11_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_DX11_editmode_2020.1: + name: VFX_HDRP on Win_DX11_editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_DX11_Standalone_fast-2020.1: + name: VFX_HDRP on Win_DX11_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-dx11.yml#Build_VFX_HDRP_Win_DX11_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_HDRP_Win_DX11_Player_fast-2020.1: + name: Build VFX_HDRP on Win_DX11_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_HDRP_Win_DX11_playmode_fast-2020.1: + name: VFX_HDRP on Win_DX11_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_DX11_editmode_fast-2020.1: + name: VFX_HDRP on Win_DX11_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_DX11_Standalone_CUSTOM-REVISION: + name: VFX_HDRP on Win_DX11_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/vfx_hdrp-win-dx11.yml#Build_VFX_HDRP_Win_DX11_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_HDRP_Win_DX11_Player_CUSTOM-REVISION: + name: Build VFX_HDRP on Win_DX11_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_HDRP_Win_DX11_playmode_CUSTOM-REVISION: + name: VFX_HDRP on Win_DX11_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_DX11_editmode_CUSTOM-REVISION: + name: VFX_HDRP on Win_DX11_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_hdrp-win-vulkan.yml b/.yamato/vfx_hdrp-win-vulkan.yml new file mode 100644 index 00000000000..a8d8b9c9d18 --- /dev/null +++ b/.yamato/vfx_hdrp-win-vulkan.yml @@ -0,0 +1,261 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_HDRP_Win_Vulkan_Standalone_2020.1: + name: VFX_HDRP on Win_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-vulkan.yml#Build_VFX_HDRP_Win_Vulkan_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_HDRP_Win_Vulkan_Player_2020.1: + name: Build VFX_HDRP on Win_Vulkan_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_HDRP_Win_Vulkan_playmode_2020.1: + name: VFX_HDRP on Win_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_Vulkan_editmode_2020.1: + name: VFX_HDRP on Win_Vulkan_editmode on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_Vulkan_Standalone_fast-2020.1: + name: VFX_HDRP on Win_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_hdrp-win-vulkan.yml#Build_VFX_HDRP_Win_Vulkan_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_HDRP_Win_Vulkan_Player_fast-2020.1: + name: Build VFX_HDRP on Win_Vulkan_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_HDRP_Win_Vulkan_playmode_fast-2020.1: + name: VFX_HDRP on Win_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_Vulkan_editmode_fast-2020.1: + name: VFX_HDRP on Win_Vulkan_editmode on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_Vulkan_Standalone_CUSTOM-REVISION: + name: VFX_HDRP on Win_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/vfx_hdrp-win-vulkan.yml#Build_VFX_HDRP_Win_Vulkan_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_HDRP_Win_Vulkan_Player_CUSTOM-REVISION: + name: Build VFX_HDRP on Win_Vulkan_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_HDRP_Win_Vulkan_playmode_CUSTOM-REVISION: + name: VFX_HDRP on Win_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_HDRP_Win_Vulkan_editmode_CUSTOM-REVISION: + name: VFX_HDRP on Win_Vulkan_editmode on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_HDRP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_HDRP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_HDRP && utr --suite=editor --platform=editmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_urp-linux-openglcore.yml b/.yamato/vfx_urp-linux-openglcore.yml new file mode 100644 index 00000000000..c1d0d23cc06 --- /dev/null +++ b/.yamato/vfx_urp-linux-openglcore.yml @@ -0,0 +1,72 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_URP_Linux_OpenGLCore_playmode_2020.1: + name: VFX_URP on Linux_OpenGLCore_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Linux_OpenGLCore_playmode_fast-2020.1: + name: VFX_URP on Linux_OpenGLCore_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Linux_OpenGLCore_playmode_CUSTOM-REVISION: + name: VFX_URP on Linux_OpenGLCore_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-glcore" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_urp-linux-vulkan.yml b/.yamato/vfx_urp-linux-vulkan.yml new file mode 100644 index 00000000000..3c2f6a48eb4 --- /dev/null +++ b/.yamato/vfx_urp-linux-vulkan.yml @@ -0,0 +1,139 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_URP_Linux_Vulkan_Standalone_2020.1: + name: VFX_URP on Linux_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Linux_Vulkan_playmode_2020.1: + name: VFX_URP on Linux_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Linux_Vulkan_Standalone_fast-2020.1: + name: VFX_URP on Linux_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Linux_Vulkan_playmode_fast-2020.1: + name: VFX_URP on Linux_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:linux + rerun: on-new-revision + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Linux_Vulkan_Standalone_CUSTOM-REVISION: + name: VFX_URP on Linux_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --platform=StandaloneLinux64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildLinuxVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Linux_Vulkan_playmode_CUSTOM-REVISION: + name: VFX_URP on Linux_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: cds-ops/ubuntu-18.04-base:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:linux + rerun: always + commands: + - sudo -H pip install --upgrade pip + - sudo -H pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - cd TestProjects/VisualEffectGraph_URP && sudo unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && DISPLAY=:0.0 ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_urp-osx-metal.yml b/.yamato/vfx_urp-osx-metal.yml new file mode 100644 index 00000000000..6cca1cb60ee --- /dev/null +++ b/.yamato/vfx_urp-osx-metal.yml @@ -0,0 +1,181 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_URP_OSX_Metal_Standalone_2020.1: + name: VFX_URP on OSX_Metal_Standalone on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_URP && ~/Graphics/TestProjects/VisualEffectGraph_URP/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_URP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results/ TestProjects/VisualEffectGraph_URP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_OSX_Metal_playmode_2020.1: + name: VFX_URP on OSX_Metal_playmode on version 2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_URP && ~/Graphics/TestProjects/VisualEffectGraph_URP/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_URP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results/ TestProjects/VisualEffectGraph_URP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_OSX_Metal_Standalone_fast-2020.1: + name: VFX_URP on OSX_Metal_Standalone on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_URP && ~/Graphics/TestProjects/VisualEffectGraph_URP/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_URP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results/ TestProjects/VisualEffectGraph_URP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_OSX_Metal_playmode_fast-2020.1: + name: VFX_URP on OSX_Metal_playmode on version fast-2020.1 + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_URP && ~/Graphics/TestProjects/VisualEffectGraph_URP/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_URP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results/ TestProjects/VisualEffectGraph_URP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_OSX_Metal_Standalone_CUSTOM-REVISION: + name: VFX_URP on OSX_Metal_Standalone on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_URP && ~/Graphics/TestProjects/VisualEffectGraph_URP/utr --suite=playmode --platform=StandaloneOSX --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results --timeout=2400" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_URP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results/ TestProjects/VisualEffectGraph_URP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_OSX_Metal_playmode_CUSTOM-REVISION: + name: VFX_URP on OSX_Metal_playmode on version CUSTOM-REVISION + agent: + type: Unity::metal::macmini + image: slough-ops/macos-10.14-xcode:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "bash -lc 'pip3 install --user unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade'" + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r $YAMATO_SOURCE_DIR bokken@$BOKKEN_DEVICE_IP:~/Graphics + - scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" ~/.ssh/id_rsa_macmini bokken@$BOKKEN_DEVICE_IP:~/.ssh/id_rsa_macmini + - ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP '/Users/bokken/Library/Python/3.7/bin/unity-downloader-cli --source-file ~/Graphics/unity_revision.txt -c editor -c il2cpp --wait --published-only' + - |5- + + ssh -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" bokken@$BOKKEN_DEVICE_IP "export UPM_REGISTRY=https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates; echo \$UPM_REGISTRY; cd ~/Graphics/TestProjects/VisualEffectGraph_URP && ~/Graphics/TestProjects/VisualEffectGraph_URP/utr --suite=playmode --testproject=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP --editor-location=/Users/bokken/.Editor --artifacts_path=/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results" + UTR_RESULT=$? + mkdir -p TestProjects/VisualEffectGraph_URP/test-results/ + scp -i ~/.ssh/id_rsa_macmini -o "StrictHostKeyChecking=no" -r bokken@$BOKKEN_DEVICE_IP:/Users/bokken/Graphics/TestProjects/VisualEffectGraph_URP/test-results/ TestProjects/VisualEffectGraph_URP/test-results/ + exit $UTR_RESULT + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_urp-osx-openglcore.yml b/.yamato/vfx_urp-osx-openglcore.yml new file mode 100644 index 00000000000..aa8a20414f8 --- /dev/null +++ b/.yamato/vfx_urp-osx-openglcore.yml @@ -0,0 +1,69 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_URP_OSX_OpenGLCore_playmode_2020.1: + name: VFX_URP on OSX_OpenGLCore_playmode on version 2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_OSX_OpenGLCore_playmode_fast-2020.1: + name: VFX_URP on OSX_OpenGLCore_playmode on version fast-2020.1 + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:macos + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_OSX_OpenGLCore_playmode_CUSTOM-REVISION: + name: VFX_URP on OSX_OpenGLCore_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::osx + image: buildfarm/mac:stable + flavor: m1.mac + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:macos + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr --output TestProjects/VisualEffectGraph_URP/utr + - chmod +x TestProjects/VisualEffectGraph_URP/utr + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && ./utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_urp-win-dx11.yml b/.yamato/vfx_urp-win-dx11.yml new file mode 100644 index 00000000000..75e2b917a1a --- /dev/null +++ b/.yamato/vfx_urp-win-dx11.yml @@ -0,0 +1,200 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_URP_Win_DX11_Standalone_2020.1: + name: VFX_URP on Win_DX11_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_urp-win-dx11.yml#Build_VFX_URP_Win_DX11_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_URP_Win_DX11_Player_2020.1: + name: Build VFX_URP on Win_DX11_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_URP_Win_DX11_playmode_2020.1: + name: VFX_URP on Win_DX11_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Win_DX11_Standalone_fast-2020.1: + name: VFX_URP on Win_DX11_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_urp-win-dx11.yml#Build_VFX_URP_Win_DX11_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_URP_Win_DX11_Player_fast-2020.1: + name: Build VFX_URP on Win_DX11_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_URP_Win_DX11_playmode_fast-2020.1: + name: VFX_URP on Win_DX11_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Win_DX11_Standalone_CUSTOM-REVISION: + name: VFX_URP on Win_DX11_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/vfx_urp-win-dx11.yml#Build_VFX_URP_Win_DX11_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_URP_Win_DX11_Player_CUSTOM-REVISION: + name: Build VFX_URP on Win_DX11_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsDX11Linear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_URP_Win_DX11_playmode_CUSTOM-REVISION: + name: VFX_URP on Win_DX11_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-d3d11" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/.yamato/vfx_urp-win-vulkan.yml b/.yamato/vfx_urp-win-vulkan.yml new file mode 100644 index 00000000000..af667599c63 --- /dev/null +++ b/.yamato/vfx_urp-win-vulkan.yml @@ -0,0 +1,200 @@ + +# This file is generated by .yamato/ruamel/build.py. Don't edit this file manually. +# Introduce any changes under .yamato/config/*.metafile files (for most cases) or under .yamato/ruamel/* within Python (more elaborate cases), and rerun build.py to regenerate all .yml files. +# Read more under .yamato/docs/readme.md + +VFX_URP_Win_Vulkan_Standalone_2020.1: + name: VFX_URP on Win_Vulkan_Standalone on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_urp-win-vulkan.yml#Build_VFX_URP_Win_Vulkan_Player_2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_URP_Win_Vulkan_Player_2020.1: + name: Build VFX_URP on Win_Vulkan_Player on version 2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_URP_Win_Vulkan_playmode_2020.1: + name: VFX_URP on Win_Vulkan_playmode on version 2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Win_Vulkan_Standalone_fast-2020.1: + name: VFX_URP on Win_Vulkan_Standalone on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + - path: .yamato/vfx_urp-win-vulkan.yml#Build_VFX_URP_Win_Vulkan_Player_fast-2020.1 + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_URP_Win_Vulkan_Player_fast-2020.1: + name: Build VFX_URP on Win_Vulkan_Player on version fast-2020.1 + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_URP_Win_Vulkan_playmode_fast-2020.1: + name: VFX_URP on Win_Vulkan_playmode on version fast-2020.1 + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + dependencies: + - path: .yamato/_editor.yml#editor:priming:fast-2020.1:windows + rerun: on-new-revision + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" +VFX_URP_Win_Vulkan_Standalone_CUSTOM-REVISION: + name: VFX_URP on Win_Vulkan_Standalone on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + - path: .yamato/vfx_urp-win-vulkan.yml#Build_VFX_URP_Win_Vulkan_Player_CUSTOM-REVISION + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --artifacts_path=test-results --timeout=1200 --player-load-path=../../players --player-connection-ip=auto + artifacts: + logs: + paths: + - "**/test-results/**" + skip_checkout: true +Build_VFX_URP_Win_Vulkan_Player_CUSTOM-REVISION: + name: Build VFX_URP on Win_Vulkan_Player on version CUSTOM-REVISION + agent: + type: Unity::VM + image: sdet/gamecode_win10:stable + flavor: b1.xlarge + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --platform=StandaloneWindows64 --extra-editor-arg="-executemethod" --extra-editor-arg="CustomBuild.BuildWindowsVulkanLinear" --testproject=. --editor-location=.Editor --artifacts_path=test-results --timeout=1200 --player-save-path=../../players --build-only + artifacts: + logs: + paths: + - "**/test-results/**" + players: + paths: + - "players/**" +VFX_URP_Win_Vulkan_playmode_CUSTOM-REVISION: + name: VFX_URP on Win_Vulkan_playmode on version CUSTOM-REVISION + agent: + type: Unity::VM::GPU + image: sdet/gamecode_win10:stable + flavor: b1.large + variables: + UPM_REGISTRY: https://artifactory-slo.bf.unity3d.com/artifactory/api/npm/upm-candidates + CUSTOM_REVISION: custom_revision_not_set + dependencies: + - path: .yamato/_editor.yml#editor:priming:CUSTOM-REVISION:windows + rerun: always + commands: + - curl -s https://artifactory.internal.unity3d.com/core-automation/tools/utr-standalone/utr.bat --output TestProjects/VisualEffectGraph_URP/utr.bat + - pip install unity-downloader-cli --index-url https://artifactory.prd.it.unity3d.com/artifactory/api/pypi/pypi/simple --upgrade + - cd TestProjects/VisualEffectGraph_URP && unity-downloader-cli --source-file ../../unity_revision.txt -c editor -c il2cpp --wait --published-only + - cd TestProjects/VisualEffectGraph_URP && utr --suite=playmode --testproject=. --editor-location=.Editor --artifacts_path=test-results --extra-editor-arg="-force-vulkan" + artifacts: + logs: + paths: + - "**/test-results/**" diff --git a/README.md b/README.md index f5188d634f3..03b84a4b90d 100644 --- a/README.md +++ b/README.md @@ -20,91 +20,68 @@ For more information about the packages in this repository, see the following: Package Name | Latest CI Status ------------ | --------- -com.unity.render-pipelines.core | [![](https://badge-proxy.cds.internal.unity3d.com/7068273a-d16d-45d9-bb84-7cdc68ba0580)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.core/build-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/de196ba3-6ab9-440b-905e-1dadc025583a)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.core/dependencies-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/74b65e22-f1c3-4b3a-a6e9-6c1528314bc4)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.core/dependants-info) [![](https://badge-proxy.cds.internal.unity3d.com/820e3703-f2a9-42bc-9548-73492135a540)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.core/warnings-info?branch=master) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/90be70c3-cd3c-4275-940c-8ca0262fb711) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/73c999ed-fd64-4df1-a6b8-77df8cbfe50f) -com.unity.render-pipelines.universal | [![](https://badge-proxy.cds.internal.unity3d.com/76a51820-0a3b-46cc-859a-fe88f7d0ac8b)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.universal/build-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/60561f65-d5aa-4b6a-96de-35f4960ac0d5)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.universal/dependencies-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/2eaeea22-a937-4476-ac4b-6071378be1ba)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.universal/dependants-info) [![](https://badge-proxy.cds.internal.unity3d.com/4efa2cae-2666-4bc3-877b-47c7bd4142d6)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.universal/warnings-info?branch=master) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/5a632a87-cc88-4414-be12-394dfeb934df) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/28dfd57b-54d1-45ca-80d3-94d96dbbcfd0) -com.unity.render-pipelines.high-definition | [![](https://badge-proxy.cds.internal.unity3d.com/a68dae85-ce0f-46e6-95bf-aa04f2a845d9)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.high-definition/build-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/42c38313-bf0b-42a4-96d7-3dccf39d92b8)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.high-definition/dependencies-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/d3ed9e4b-d9c4-4401-b952-ed5808aafe44)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.high-definition/dependants-info) [![](https://badge-proxy.cds.internal.unity3d.com/31437d42-85cb-428d-b718-921dc971b8a9)](https://badges.cds.internal.unity3d.com/packages/com.unity.render-pipelines.high-definition/warnings-info?branch=master) 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To determine which version of SRP you should use with your version of Unity, go to Package Manager (Window > Package Manager > Show Preview Packages) to see what versions of SRP are available for your version of Unity Editor. Then you can search the Tags tab of the Branch dropdown in the SRP GitHub for that tag number.__ +## Using the latest version -__Regarding package number, we have adopted those numbers -Unity binaries 2019.1 is compatible with 5.x version -Unity binaries 2019.2 is compatible with 6.x version -Unity binaries 2019.3 is compatible with 7.x version -Unity binaries 2020.1 is compatible with 8.x version__ +This repository uses the **master** branch for main development. Development on this branch is based on the latest internal version of Unity so it may not work on the latest publicly available version of Unity. The following list contains Unity version/major SRP version pairs which you can use as a guideline as to which major SRP version you can use in your Unity Project: -To use the latest version of the SRP, follow the instructions below: +- **Unity 2019.1 is compatible with SRP version 5.x** +- **Unity 2019.2 is compatible with SRP version 6.x** +- **Unity 2019.3 is compatible with SRP version 7.x** +- **Unity 2020.1 is compatible with SRP version 8.x** -This repository consists of a folder that should be cloned outside the Assets\ folder of your Unity project. We recommend creating a new project to test SRP. Do not clone this repo into an existing project unless you want to break it, or unless you are updating to a newer version of the SRP repo. +The above list is a guideline for major versions of SRP, but there are often multiple minor versions that you can use for a certain version of Unity. To determine which minor versions of SRP you can use: -After cloning you will need to edit your project's `packages.json` file (in either `UnityPackageManager/` or `Packages/`) to point to the SRP submodules you wish to use. See: https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/TestProjects/HDRP_Tests/Packages/manifest.json +1. In your Unity Project, open the Package Manager window (menu: **Window > Package Manager**). +2. In the list of packages, find **Core RP Library**. To find this package in older versions of Unity, you may need to expose preview packages. To do this, click the **Advanced** button at the top of the window then, in the context menu, click **Show preview packages**. +3. Click the drop-down arrow to the left of the package entry then click **See all versions**. This shows a list that contains every package version compatible with your version of Unity. -This will link your project to the specific version of SRP you have cloned. +After you decide which version of SRP to use: -You can use the GitHub desktop app to clone the latest version of the SRP repo or you can use GitHub console commands. +1. Go to the [Scriptable Render Pipeline repository](https://github.com/Unity-Technologies/ScriptableRenderPipeline). +2. Click the **Branch** drop-down then click the **Tags** tab. +3. Find the tag that corresponds to the version of SRP you want to use. When you clone the repository, you use this tag to check out the correct branch. -### To clone the repo using the GitHub Desktop App: -1. Open the GitHub Desktop App and click __Clone a Repository__. -2. Click the __URL__ tab in the __Clone a Repository__ window -3. Enter the following URL: https://github.com/Unity-Technologies/ScriptableRenderPipeline -4. Click the __Choose…__ button to navigate to your project’s base folder. -5. Click the __Clone__ button. +To clone the repository, you can use a visual client, like [GitHub Desktop](#GitHubDesktop), or use [console commands](#ConsoleCommands). When you clone the repository, make sure to clone it outside of your Unity Project's Asset folder. -After the repo has been cloned you will need to run the following console commands from the ScriptableRenderPipeline folder: +After you clone the repository, you can install the package into your Unity Project. To do this, see [Installing a local package](https://docs.unity3d.com/Manual/upm-ui-local.html). -``` -> git checkout Unity-2018.1.0b2 (or the latest tag) -``` -### To download the repo using console commands: -Enter the following commands in your console application of choice: - -``` -> cd -> git clone https://github.com/Unity-Technologies/ScriptableRenderPipeline -> cd ScriptableRenderPipeline -> git checkout Unity-2018.1.0b2 (or the latest tag) -``` -## Scriptable Render Pipeline Assets -The Scriptable Render Pipeline Asset controls the global rendering quality settings of your project and creates the rendering pipeline instance. The rendering pipeline instance contains intermediate resources and the render loop implementation. - -You can create multiple Pipeline Assets to store settings for different built platforms or for different testing environments. + -To create a Render Pipeline Asset: +### Cloning the repository using the GitHub Desktop App: -1. In the Project window, navigate to a directory outside of the Scriptable Render Pipeline Folder, then right click in the Project window and select ___Create > Render Pipeline > Rendering > High Definition or Universal Render Pipeline Asset.___ -2. Navigate to ___Edit > Project Settings > Graphics___ and add the Render Pipeline Asset you created to the __Render Pipeline Settings__ field to use it in your project. +1. Open the GitHub Desktop App and click **File > Clone repository**. +2. Click the **URL** tab and enter the following URL: https://github.com/Unity-Technologies/ScriptableRenderPipeline. +3. Click the **Choose…** button and navigate to your Unity Project’s base folder. +4. Click the **Clone** button. -Note: Always store your new Render Pipeline Asset outside of the Scriptable Render Pipeline folder. This ensures that your settings are not lost when merging new changes from the SRP repo. +After you clone the repository, open your console application of choice in the ScriptableRenderPipeline folder and run the following console command: +`\> git checkout v7.1.8 (or the latest tag)` -## Using the High Definition Render Pipeline (HDRP) or the Universal Render Pipeline (URP) + -### Using HDRP +### Cloning the repository using console commands: -To use HDRP you must edit your project’s __Player__ and __Graphics__ settings as follows: +Open your console application of choice and run the following console commands: -1. Navigate to ___Edit > Project Settings > Player___ and set the color space of your project to Linear by selecting __Linear__ from the __Color Space__ dropdown. HDRP does not support Gamma lighting. -2. In the Project window, navigate to a directory outside of the Scriptable Render Pipeline Folder, then right in click the Project window and select ___Create > Rendering > High Definition Render Pipeline Asset.___ -3. Navigate to ___Edit > Project Settings > Graphics___ and add the High Definition Render Pipeline Asset you created to the __Render Pipeline Settings__ field. - -Note: Always store your High Definition Render Pipeline Asset outside of the Scriptable Render Pipeline folder. This ensures that your HDRP settings are not lost when merging new changes from the SRP repo. +``` +\> cd -### Using URP -To use the Universal Pipeline you must edit your project’s __Graphics__ settings as follows: +\> git clone https://github.com/Unity-Technologies/ScriptableRenderPipeline -1. In the Project window, navigate to a directory outside of the Scriptable Render Pipeline Folder, then right click in the Project window and select ___Create > Rendering > Universal Render Pipeline Asset.___ -2. Navigate to ___Edit > Project Settings > Graphics___ and add the Universal Render Pipeline Asset you created to the __Render Pipeline Settings__ field. +\> cd ScriptableRenderPipeline -Note: Always store your new Render Pipeline Asset outside of the Scriptable Render Pipeline folder. This ensures that your Universal settings are not lost when merging new changes from the SRP repo. +\> git checkout v7.1.8 (or the latest tag) +``` ## Sample Scenes in ScriptableRenderPipelineData -If you want some sample scenes to use with SRP, you can find them at the [ScriptableRenderPipelineData GitHub repository](https://github.com/Unity-Technologies/ScriptableRenderPipelineData). - -Clone the repo into your project's Assets\ folder. - -Previous iterations of the ScriptableRenderPipeline repo owned this sample scene data, in case you noticed it before, and wondered where it went. +Unity provides sample Scenes to use with SRP. You can find these Scenes in the [ScriptableRenderPipelineData GitHub repository](https://github.com/Unity-Technologies/ScriptableRenderPipelineData). To add the Scenes to your Project, clone the repository into your Project's Assets folder. \ No newline at end of file diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/101_ReflectionsPerfFullRes.png b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/101_ReflectionsPerfFullRes.png similarity index 100% rename from TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/101_ReflectionsPerfFullRes.png rename to TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/101_ReflectionsPerfFullRes.png diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/101_ReflectionsPerfFullRes.png.meta b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/101_ReflectionsPerfFullRes.png.meta similarity index 100% rename from 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rename from TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/105_ReflectionsDenoised.png rename to TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/105_ReflectionsDenoised.png diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/105_ReflectionsDenoised.png.meta b/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/105_ReflectionsDenoised.png.meta similarity index 100% rename from TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/105_ReflectionsDenoised.png.meta rename to TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/None/105_ReflectionsDenoised.png.meta diff --git a/TestProjects/HDRP_DXR_Tests/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D12/105_ReflectionsDenoised2.png 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+using System.Threading; +using Unity.PerformanceTesting; +using UnityEditor.Rendering.HighDefinition; +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; +using static PerformanceTestUtils; +using static PerformanceMetricNames; + +public class HDReflectionSystemTests : EditorPerformanceTests +{ + [Version("1"), Test, Performance] + public void HDProbeSystemRegister() + { + using (ListPool.Get(out var probes)) + { + // Create a lot of probe + for (var i = 0; i < 10000; ++i) + { + var gameObject = new GameObject(i.ToString("0000")); + // Deactivate the GameObject to avoid OnEnable calls (which register the probe) + gameObject.SetActive(false); + gameObject.AddComponent(); + var probe = gameObject.AddComponent(); + probe.enabled = false; + probes.Add(probe); + } + + // Measure registration + Measure.Method(() => + { + foreach (var probe in probes) + HDProbeSystem.RegisterProbe(probe); + }).Run(); + + // Unregister + foreach (var probe in probes) + HDProbeSystem.UnregisterProbe(probe); + + // Delete the probes + foreach (var probe in probes) + Object.DestroyImmediate(probe.gameObject); + } + } +} diff --git a/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs.meta b/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs.meta new file mode 100644 index 00000000000..bf2dcfddbaa --- /dev/null +++ b/TestProjects/HDRP_PerformanceTests/Assets/PerformanceTests/Editor/HDReflectionSystemTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 34a610b21c88b5947a1780a1175ca3e4 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/HDRP_RuntimeTests/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/001-HDTemplate.png 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b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1210_Lit_BentNormal.unity index 0a899493caa..dd9d966835b 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1210_Lit_BentNormal.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1210_Lit_BentNormal.unity @@ -7677,7 +7677,7 @@ MonoBehaviour: m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 30 m_MaxSmoothness: 1 - m_ApplyRangeAttenuation: 1 + m_ApplyRangeAttenuation: 0 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} m_AreaLightShadowCone: 120 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering.unity index 3f8fdbe0108..b50dd9361aa 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering.unity +++ 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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering/Candle/Candle_02.fbx diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering/Candle/Candle_02.FBX.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering/Candle/Candle_02.fbx.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering/Candle/Candle_02.FBX.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering/Candle/Candle_02.fbx.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering/Candle/Candle_2.TGA b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1215_Lit_SubSurfaceScattering/Candle/Candle_2.tga similarity index 100% rename from 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b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/TesterModelAndMaps/tester.fbx.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/TesterModelAndMaps/tester.FBX.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1302_03_StackLit/TesterModelAndMaps/tester.fbx.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1351_Fabric.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1351_Fabric.unity index ef053361d8a..934a5db5585 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1351_Fabric.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1351_Fabric.unity @@ -1082,7 +1082,7 @@ MonoBehaviour: aspectRatio: 0.4 shapeRadius: 0 maxSmoothness: 1 - applyRangeAttenuation: 1 + applyRangeAttenuation: 0 useOldInspector: 0 useVolumetric: 1 featuresFoldout: 1 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity index 229863e9ebc..a7d0b177ba3 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF.unity @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -98,7 +98,7 @@ LightmapSettings: m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 0} - m_UseShadowmask: 1 + m_LightingSettings: {fileID: 0} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -118,6 +118,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} @@ -182,6 +184,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -206,6 +209,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1704810 MeshFilter: m_ObjectHideFlags: 0 @@ -275,6 +279,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -299,6 +304,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &20353147 MeshFilter: m_ObjectHideFlags: 0 @@ -368,6 +374,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -392,6 +399,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &37278073 MeshFilter: m_ObjectHideFlags: 0 @@ -455,6 +463,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -479,6 +488,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &38485855 Transform: m_ObjectHideFlags: 0 @@ -540,6 +550,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -564,6 +575,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &41917319 MeshFilter: m_ObjectHideFlags: 0 @@ -759,6 +771,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - 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_BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -899,12 +916,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - 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-1061,6 +1092,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1085,6 +1117,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &49616985 MeshFilter: m_ObjectHideFlags: 0 @@ -1190,7 +1223,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 23c1ce4fb46143f46bc5cb5224c934f6, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 6 + m_Version: 7 m_ObsoleteRenderingPath: 0 m_ObsoleteFrameSettings: overrides: 0 @@ -1248,6 +1281,12 @@ MonoBehaviour: SMAAQuality: 2 dithering: 0 stopNaNs: 0 + taaSharpenStrength: 0.5 + TAAQuality: 1 + taaHistorySharpening: 0.35 + taaAntiFlicker: 0.5 + taaMotionVectorRejection: 0 + taaAntiHistoryRinging: 0 physicalParameters: m_Iso: 200 m_ShutterSpeed: 0.005 @@ -1257,6 +1296,7 @@ MonoBehaviour: m_BarrelClipping: 0.25 m_Anamorphism: 0 flipYMode: 0 + xrRendering: 1 fullscreenPassthrough: 0 allowDynamicResolution: 0 customRenderingSettings: 0 @@ -1264,14 +1304,21 @@ MonoBehaviour: probeLayerMask: serializedVersion: 2 m_Bits: 4294967295 + hasPersistentHistory: 0 m_RenderingPathCustomFrameSettings: bitDatas: - data1: 69456063627037 + data1: 70005819440989 data2: 4539628424926265344 lodBias: 1 lodBiasMode: 0 + lodBiasQualityLevel: 0 maximumLODLevel: 0 maximumLODLevelMode: 0 + maximumLODLevelQualityLevel: 0 + sssQualityMode: 0 + sssQualityLevel: 0 + sssCustomSampleBudget: 20 + materialQuality: 0 renderingPathCustomFrameSettingsOverrideMask: mask: data1: 0 @@ -1294,11 +1341,15 @@ MonoBehaviour: TargetHeight: 560 PerPixelCorrectnessThreshold: 0.001 AverageCorrectnessThreshold: 0.0001 + UseHDR: 0 doBeforeTest: m_PersistentCalls: m_Calls: [] captureFramerate: 0 waitFrames: 0 + xrCompatible: 1 + xrThresholdMultiplier: 1 + checkMemoryAllocation: 1 renderPipelineAsset: {fileID: 11400000, guid: d7fe5f39d2c099a4ea1f1f610af309d7, type: 2} --- !u!1 &82468730 @@ -1372,6 +1423,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1396,6 +1448,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &102081030 GameObject: m_ObjectHideFlags: 0 @@ -1465,6 +1518,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1489,6 +1543,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &115985703 GameObject: m_ObjectHideFlags: 0 @@ -1558,6 +1613,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1582,6 +1638,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &126187769 GameObject: m_ObjectHideFlags: 0 @@ -1643,6 +1700,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -1667,6 +1725,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &126187773 MeshFilter: m_ObjectHideFlags: 0 @@ -1848,6 +1907,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -1938,17 +1998,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -1963,6 +2024,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -1977,9 +2039,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -1988,12 +2052,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &140724492 GameObject: m_ObjectHideFlags: 0 @@ -2063,6 +2139,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2087,6 +2164,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!21 &153968511 Material: serializedVersion: 6 @@ -2260,6 +2338,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -2350,17 +2429,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -2375,6 +2455,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -2389,9 +2470,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -2400,12 +2483,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &164541262 GameObject: m_ObjectHideFlags: 0 @@ -2463,6 +2558,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2487,6 +2583,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &164541265 Transform: m_ObjectHideFlags: 0 @@ -2556,6 +2653,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2580,6 +2678,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &167047107 Transform: m_ObjectHideFlags: 0 @@ -2767,6 +2866,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -2857,17 +2957,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -2882,6 +2983,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -2896,9 +2998,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -2907,12 +3011,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &214093414 GameObject: m_ObjectHideFlags: 0 @@ -2956,9 +3072,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &214093417 MeshRenderer: @@ -2975,6 +3091,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -2999,6 +3116,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &214093418 MeshFilter: m_ObjectHideFlags: 0 @@ -3068,6 +3186,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3092,6 +3211,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &225496980 MeshFilter: m_ObjectHideFlags: 0 @@ -3273,6 +3393,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -3363,17 +3484,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -3388,6 +3510,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -3402,9 +3525,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -3413,12 +3538,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &265609860 GameObject: m_ObjectHideFlags: 0 @@ -3474,6 +3611,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3498,6 +3636,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &265609863 Transform: m_ObjectHideFlags: 0 @@ -3567,6 +3706,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3591,6 +3731,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &275760672 Transform: m_ObjectHideFlags: 0 @@ -3674,6 +3815,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3698,6 +3840,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &318085184 GameObject: m_ObjectHideFlags: 0 @@ -3741,9 +3884,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &318085187 MeshRenderer: @@ -3760,6 +3903,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3784,6 +3928,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &318085188 MeshFilter: m_ObjectHideFlags: 0 @@ -3849,6 +3994,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3873,6 +4019,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &322748704 Transform: m_ObjectHideFlags: 0 @@ -3942,6 +4089,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -3966,6 +4114,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &323809367 Transform: m_ObjectHideFlags: 0 @@ -4023,9 +4172,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &335810560 MeshRenderer: @@ -4042,6 +4191,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4066,6 +4216,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &335810561 MeshFilter: m_ObjectHideFlags: 0 @@ -4129,6 +4280,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4153,6 +4305,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &350477504 Transform: m_ObjectHideFlags: 0 @@ -4340,6 +4493,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -4430,17 +4584,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -4455,6 +4610,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -4469,9 +4625,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -4480,12 +4638,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &410583931 GameObject: m_ObjectHideFlags: 0 @@ -4547,6 +4717,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4571,6 +4742,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &410583935 MeshFilter: m_ObjectHideFlags: 0 @@ -4752,6 +4924,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -4842,17 +5015,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -4867,6 +5041,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -4881,9 +5056,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -4892,12 +5069,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &433309750 GameObject: m_ObjectHideFlags: 0 @@ -4959,6 +5148,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -4983,6 +5173,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &433309754 MeshFilter: m_ObjectHideFlags: 0 @@ -5060,6 +5251,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5084,6 +5276,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &451336651 GameObject: m_ObjectHideFlags: 0 @@ -5145,6 +5338,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5169,6 +5363,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &451336655 MeshFilter: m_ObjectHideFlags: 0 @@ -5220,9 +5415,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &466757110 MeshRenderer: @@ -5239,6 +5434,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5263,6 +5459,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &466757111 MeshFilter: m_ObjectHideFlags: 0 @@ -5318,6 +5515,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5342,6 +5540,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &474425942 MeshFilter: m_ObjectHideFlags: 0 @@ -5421,6 +5620,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5445,6 +5645,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &497040035 Transform: m_ObjectHideFlags: 0 @@ -5530,6 +5731,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5554,6 +5756,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &502626299 GameObject: m_ObjectHideFlags: 0 @@ -5615,6 +5818,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -5639,6 +5843,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &502626303 MeshFilter: m_ObjectHideFlags: 0 @@ -5820,6 +6025,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -5910,17 +6116,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -5935,6 +6142,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -5949,9 +6157,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -5960,12 +6170,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &583448485 GameObject: m_ObjectHideFlags: 0 @@ -6009,9 +6231,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &583448488 MeshRenderer: @@ -6028,6 +6250,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6052,6 +6275,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &583448489 MeshFilter: m_ObjectHideFlags: 0 @@ -6107,6 +6331,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6131,6 +6356,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &591089169 MeshFilter: m_ObjectHideFlags: 0 @@ -6326,6 +6552,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -6416,17 +6643,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -6441,6 +6669,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -6455,9 +6684,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -6466,12 +6697,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &610798095 GameObject: m_ObjectHideFlags: 0 @@ -6533,6 +6776,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6557,6 +6801,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &610798099 MeshFilter: m_ObjectHideFlags: 0 @@ -6620,6 +6865,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -6644,6 +6890,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &611714892 Transform: m_ObjectHideFlags: 0 @@ -6831,6 +7078,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -6921,17 +7169,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -6946,6 +7195,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -6960,9 +7210,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -6971,12 +7223,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &668861981 GameObject: m_ObjectHideFlags: 0 @@ -7166,11 +7430,14 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 5 - directionalIntensity: 3.1415927 - punctualIntensity: 600 - areaIntensity: 200 - lightLayers: 1 + m_Version: 11 + m_ObsoleteShadowResolutionTier: 1 + m_ObsoleteUseShadowQualitySettings: 0 + m_ObsoleteCustomShadowResolution: 512 + m_ObsoleteContactShadows: 0 + m_PointlightHDType: 0 + m_SpotLightShape: 0 + m_AreaLightShape: 0 m_Intensity: 3.1415927 m_EnableSpotReflector: 0 m_LuxAtDistance: 1 @@ -7182,12 +7449,11 @@ MonoBehaviour: m_AffectDiffuse: 1 m_AffectSpecular: 1 m_NonLightmappedOnly: 0 - m_LightTypeExtent: 0 - m_SpotLightShape: 0 m_ShapeWidth: 0.5 m_ShapeHeight: 0.5 m_AspectRatio: 1 m_ShapeRadius: 0 + m_SoftnessScale: 1 m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 30 m_MaxSmoothness: 0.99 @@ -7198,7 +7464,21 @@ MonoBehaviour: m_UseScreenSpaceShadows: 0 m_InteractsWithSky: 1 m_AngularDiameter: 0 + m_FlareSize: 2 + m_FlareTint: {r: 1, g: 1, b: 1, a: 1} + m_FlareFalloff: 4 + m_SurfaceTexture: {fileID: 0} + m_SurfaceTint: {r: 1, g: 1, b: 1, a: 1} m_Distance: 150000000 + m_UseRayTracedShadows: 0 + m_NumRayTracingSamples: 4 + m_FilterTracedShadow: 1 + m_FilterSizeTraced: 16 + m_SunLightConeAngle: 0.5 + m_LightShadowRadius: 0.5 + m_SemiTransparentShadow: 0 + m_ColorShadow: 1 + m_DistanceBasedFiltering: 0 m_EvsmExponent: 15 m_EvsmLightLeakBias: 0 m_EvsmVarianceBias: 0.00001 @@ -7206,24 +7486,31 @@ MonoBehaviour: m_LightlayersMask: 1 m_LinkShadowLayers: 1 m_ShadowNearPlane: 0.1 - m_ShadowSoftness: 0.5 m_BlockerSampleCount: 24 m_FilterSampleCount: 16 - m_MinFilterSize: 0.00001 + m_MinFilterSize: 0.01 m_KernelSize: 5 m_LightAngle: 1 m_MaxDepthBias: 0.001 - m_ShadowResolutionTier: 1 - m_UseShadowQualitySettings: 0 - m_CustomShadowResolution: 512 + m_ShadowResolution: + m_Override: 512 + m_UseOverride: 1 + m_Level: 1 m_ShadowDimmer: 1 m_VolumetricShadowDimmer: 1 m_ShadowFadeDistance: 10000 - m_ContactShadows: 0 + m_UseContactShadow: + m_Override: 0 + m_UseOverride: 1 + m_Level: 0 + m_RayTracedContactShadow: 0 m_ShadowTint: {r: 0, g: 0, b: 0, a: 1} + m_PenumbraTint: 0 m_NormalBias: 0.75 - m_ConstantBias: 0.15 + m_SlopeBias: 0.5 m_ShadowUpdateMode: 0 + m_BarnDoorAngle: 90 + m_BarnDoorLength: 0.05 m_ShadowCascadeRatios: - 0.05 - 0.2 @@ -7240,6 +7527,8 @@ MonoBehaviour: useVolumetric: 1 featuresFoldout: 1 showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 --- !u!1 &696014281 GameObject: m_ObjectHideFlags: 0 @@ -7295,6 +7584,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7319,6 +7609,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &696014284 Transform: m_ObjectHideFlags: 0 @@ -7394,6 +7685,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7418,6 +7710,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &705745959 MeshFilter: m_ObjectHideFlags: 0 @@ -7487,6 +7780,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7511,6 +7805,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &706354889 MeshFilter: m_ObjectHideFlags: 0 @@ -7576,6 +7871,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -7600,6 +7896,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &723713429 Transform: m_ObjectHideFlags: 0 @@ -7787,6 +8084,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -7877,17 +8175,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -7902,6 +8201,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -7916,9 +8216,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -7927,12 +8229,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &738453219 GameObject: m_ObjectHideFlags: 0 @@ -7976,9 +8290,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &738453222 MeshRenderer: @@ -7995,6 +8309,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8019,6 +8334,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &738453223 MeshFilter: m_ObjectHideFlags: 0 @@ -8096,6 +8412,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8120,6 +8437,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &761290108 GameObject: m_ObjectHideFlags: 0 @@ -8181,6 +8499,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8205,6 +8524,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &761290112 MeshFilter: m_ObjectHideFlags: 0 @@ -8386,6 +8706,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -8476,17 +8797,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -8501,6 +8823,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -8515,9 +8838,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -8526,12 +8851,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &777732689 Material: serializedVersion: 6 @@ -8705,6 +9042,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -8795,17 +9133,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -8820,6 +9159,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -8834,9 +9174,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -8845,12 +9187,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &799881712 GameObject: m_ObjectHideFlags: 0 @@ -8912,6 +9266,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -8936,6 +9291,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &799881716 MeshFilter: m_ObjectHideFlags: 0 @@ -9013,6 +9369,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9037,6 +9394,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &822023385 GameObject: m_ObjectHideFlags: 0 @@ -9084,6 +9442,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9108,6 +9467,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &822023388 MeshFilter: m_ObjectHideFlags: 0 @@ -9199,6 +9559,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9223,6 +9584,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &840064229 GameObject: m_ObjectHideFlags: 0 @@ -9284,6 +9646,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9308,6 +9671,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &840064233 MeshFilter: m_ObjectHideFlags: 0 @@ -9377,6 +9741,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9401,6 +9766,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &842240211 MeshFilter: m_ObjectHideFlags: 0 @@ -9464,6 +9830,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9488,6 +9855,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &856014138 Transform: m_ObjectHideFlags: 0 @@ -9563,6 +9931,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -9587,6 +9956,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &865144764 MeshFilter: m_ObjectHideFlags: 0 @@ -9768,6 +10138,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -9858,17 +10229,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -9883,6 +10255,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -9897,9 +10270,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -9908,12 +10283,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &936093829 GameObject: m_ObjectHideFlags: 0 @@ -9957,9 +10344,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &936093832 MeshRenderer: @@ -9976,6 +10363,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10000,6 +10388,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &936093833 MeshFilter: m_ObjectHideFlags: 0 @@ -10063,6 +10452,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10087,6 +10477,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &970190522 Transform: m_ObjectHideFlags: 0 @@ -10172,6 +10563,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10196,6 +10588,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &980233703 GameObject: m_ObjectHideFlags: 0 @@ -10251,6 +10644,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10275,6 +10669,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &980233706 Transform: m_ObjectHideFlags: 0 @@ -10462,6 +10857,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -10552,17 +10948,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -10577,6 +10974,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -10591,9 +10989,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -10602,12 +11002,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1003179268 GameObject: m_ObjectHideFlags: 0 @@ -10669,6 +11081,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -10693,6 +11106,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1003179272 MeshFilter: m_ObjectHideFlags: 0 @@ -10874,6 +11288,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -10964,17 +11379,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -10989,6 +11405,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -11003,9 +11420,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -11014,12 +11433,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1020602144 GameObject: m_ObjectHideFlags: 0 @@ -11081,6 +11512,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11105,6 +11537,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1020602148 MeshFilter: m_ObjectHideFlags: 0 @@ -11182,6 +11615,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11206,6 +11640,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1056248094 GameObject: m_ObjectHideFlags: 0 @@ -11275,6 +11710,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11299,6 +11735,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!21 &1082360504 Material: serializedVersion: 6 @@ -11472,6 +11909,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -11562,17 +12000,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -11587,6 +12026,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -11601,9 +12041,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -11612,12 +12054,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1082854018 GameObject: m_ObjectHideFlags: 0 @@ -11679,6 +12133,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11703,6 +12158,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1082854022 MeshFilter: m_ObjectHideFlags: 0 @@ -11766,6 +12222,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -11790,6 +12247,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1100767636 Transform: m_ObjectHideFlags: 0 @@ -11977,6 +12435,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -12067,17 +12526,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -12092,6 +12552,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -12106,9 +12567,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -12117,12 +12580,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1110235904 GameObject: m_ObjectHideFlags: 0 @@ -12184,6 +12659,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12208,6 +12684,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1110235908 MeshFilter: m_ObjectHideFlags: 0 @@ -12285,6 +12762,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12309,6 +12787,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1130594298 GameObject: m_ObjectHideFlags: 0 @@ -12352,9 +12831,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1130594301 MeshRenderer: @@ -12371,6 +12850,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12395,6 +12875,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1130594302 MeshFilter: m_ObjectHideFlags: 0 @@ -12458,6 +12939,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12482,6 +12964,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1150080096 Transform: m_ObjectHideFlags: 0 @@ -12551,6 +13034,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12575,6 +13059,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1159515358 Transform: m_ObjectHideFlags: 0 @@ -12694,6 +13179,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -12718,6 +13204,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1201919807 MeshFilter: m_ObjectHideFlags: 0 @@ -12899,6 +13386,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -12989,17 +13477,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -13014,6 +13503,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -13028,9 +13518,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -13039,12 +13531,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 2, g: 2, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1237308185 GameObject: m_ObjectHideFlags: 0 @@ -13106,6 +13610,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13130,6 +13635,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1237308189 MeshFilter: m_ObjectHideFlags: 0 @@ -13311,6 +13817,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -13401,17 +13908,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -13426,6 +13934,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -13440,9 +13949,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -13451,12 +13962,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1258990983 GameObject: m_ObjectHideFlags: 0 @@ -13518,6 +14041,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13542,6 +14066,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1258990987 MeshFilter: m_ObjectHideFlags: 0 @@ -13619,6 +14144,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13643,6 +14169,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1288075099 GameObject: m_ObjectHideFlags: 0 @@ -13714,6 +14241,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13738,6 +14266,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1322064150 GameObject: m_ObjectHideFlags: 0 @@ -13793,6 +14322,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -13817,6 +14347,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1322064153 Transform: m_ObjectHideFlags: 0 @@ -13838,11 +14369,21 @@ PrefabInstance: m_Modification: m_TransformParent: {fileID: 0} m_Modifications: - - target: {fileID: 6004892619064504655, guid: adc7a3141c583ce49b9022be98bd5d96, + - target: {fileID: 198941061589059314, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} - propertyPath: m_Name - value: BrokenTestText + propertyPath: m_CharacterSize + value: 1 + objectReference: {fileID: 0} + - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, + type: 3} + propertyPath: m_Enabled + value: 0 objectReference: {fileID: 0} + - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, + type: 3} + propertyPath: targetCamera + value: + objectReference: {fileID: 75293432} - target: {fileID: 5489785850083597078, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} propertyPath: m_LocalPosition.x @@ -13913,21 +14454,11 @@ PrefabInstance: propertyPath: m_LocalScale.z value: 0.59329414 objectReference: {fileID: 0} - - target: {fileID: 198941061589059314, guid: adc7a3141c583ce49b9022be98bd5d96, - type: 3} - propertyPath: m_CharacterSize - value: 1 - objectReference: {fileID: 0} - - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, + - target: {fileID: 6004892619064504655, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} - propertyPath: m_Enabled - value: 0 + propertyPath: m_Name + value: BrokenTestText objectReference: {fileID: 0} - - target: {fileID: 2366749451762349873, guid: adc7a3141c583ce49b9022be98bd5d96, - type: 3} - propertyPath: targetCamera - value: - objectReference: {fileID: 75293432} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: adc7a3141c583ce49b9022be98bd5d96, type: 3} --- !u!1 &1369571295 @@ -13985,6 +14516,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14009,6 +14541,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1369571298 Transform: m_ObjectHideFlags: 0 @@ -14084,6 +14617,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14108,6 +14642,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1390785807 MeshFilter: m_ObjectHideFlags: 0 @@ -14289,6 +14824,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -14379,17 +14915,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -14404,6 +14941,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -14418,9 +14956,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -14429,12 +14969,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1418023247 GameObject: m_ObjectHideFlags: 0 @@ -14504,6 +15056,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14528,6 +15081,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1426059128 GameObject: m_ObjectHideFlags: 0 @@ -14589,6 +15143,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14613,6 +15168,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1426059132 MeshFilter: m_ObjectHideFlags: 0 @@ -14682,6 +15238,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14706,6 +15263,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1426758647 MeshFilter: m_ObjectHideFlags: 0 @@ -14775,6 +15333,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14799,6 +15358,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1439520866 MeshFilter: m_ObjectHideFlags: 0 @@ -14868,6 +15428,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -14892,6 +15453,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1461010173 MeshFilter: m_ObjectHideFlags: 0 @@ -15073,6 +15635,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -15163,17 +15726,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -15188,6 +15752,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -15202,9 +15767,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -15213,12 +15780,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1498536033 GameObject: m_ObjectHideFlags: 0 @@ -15274,6 +15853,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -15298,6 +15878,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1498536036 Transform: m_ObjectHideFlags: 0 @@ -15485,6 +16066,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -15575,17 +16157,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -15600,6 +16183,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -15614,9 +16198,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -15625,12 +16211,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1508597291 GameObject: m_ObjectHideFlags: 0 @@ -15674,9 +16272,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1508597294 MeshRenderer: @@ -15693,6 +16291,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -15717,6 +16316,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1508597295 MeshFilter: m_ObjectHideFlags: 0 @@ -15768,9 +16368,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1509512978 MeshRenderer: @@ -15787,6 +16387,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -15811,6 +16412,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1509512979 MeshFilter: m_ObjectHideFlags: 0 @@ -15992,6 +16594,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -16082,17 +16685,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -16107,6 +16711,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -16121,9 +16726,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -16132,12 +16739,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1582081110 Material: serializedVersion: 6 @@ -16311,6 +16930,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -16401,17 +17021,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -16426,6 +17047,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -16440,9 +17062,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -16451,12 +17075,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1613179979 GameObject: m_ObjectHideFlags: 0 @@ -16512,6 +17148,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -16536,6 +17173,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1613179982 Transform: m_ObjectHideFlags: 0 @@ -16605,6 +17243,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -16629,6 +17268,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1628155542 Transform: m_ObjectHideFlags: 0 @@ -16686,9 +17326,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1657802540 MeshRenderer: @@ -16705,6 +17345,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -16729,6 +17370,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1657802541 MeshFilter: m_ObjectHideFlags: 0 @@ -16910,6 +17552,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -17000,17 +17643,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -17025,6 +17669,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -17039,9 +17684,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -17050,12 +17697,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1680095224 GameObject: m_ObjectHideFlags: 0 @@ -17125,6 +17784,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17149,6 +17809,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1693924828 GameObject: m_ObjectHideFlags: 0 @@ -17192,9 +17853,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1693924831 MeshRenderer: @@ -17211,6 +17872,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17235,6 +17897,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1693924832 MeshFilter: m_ObjectHideFlags: 0 @@ -17312,6 +17975,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17336,6 +18000,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1752131080 GameObject: m_ObjectHideFlags: 0 @@ -17405,6 +18070,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17429,6 +18095,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1762925362 GameObject: m_ObjectHideFlags: 0 @@ -17472,9 +18139,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &1762925365 MeshRenderer: @@ -17491,6 +18158,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17515,6 +18183,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1762925366 MeshFilter: m_ObjectHideFlags: 0 @@ -17696,6 +18365,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -17786,17 +18456,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -17811,6 +18482,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -17825,9 +18497,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -17836,12 +18510,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1786551326 GameObject: m_ObjectHideFlags: 0 @@ -17903,6 +18589,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -17927,6 +18614,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1786551330 MeshFilter: m_ObjectHideFlags: 0 @@ -18108,6 +18796,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -18198,17 +18887,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -18223,6 +18913,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -18237,9 +18928,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -18248,12 +18941,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1794769461 Material: serializedVersion: 6 @@ -18427,6 +19132,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -18517,17 +19223,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -18542,6 +19249,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -18556,9 +19264,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -18567,12 +19277,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1806450501 Material: serializedVersion: 6 @@ -18746,6 +19468,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -18836,17 +19559,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -18861,6 +19585,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -18875,9 +19600,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -18886,12 +19613,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1806901691 Material: serializedVersion: 6 @@ -19065,6 +19804,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -19155,17 +19895,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -19180,6 +19921,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -19194,9 +19936,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -19205,12 +19949,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1822534184 GameObject: m_ObjectHideFlags: 0 @@ -19272,6 +20028,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -19296,6 +20053,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1822534188 MeshFilter: m_ObjectHideFlags: 0 @@ -19477,6 +20235,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -19567,17 +20326,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -19592,6 +20352,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -19606,9 +20367,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -19617,12 +20380,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1847923393 Material: serializedVersion: 6 @@ -19796,6 +20571,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -19886,17 +20662,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -19911,6 +20688,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -19925,9 +20703,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -19936,12 +20716,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1852201115 GameObject: m_ObjectHideFlags: 0 @@ -20011,6 +20803,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -20035,6 +20828,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!21 &1865601234 Material: serializedVersion: 6 @@ -20208,6 +21002,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -20298,17 +21093,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -20323,6 +21119,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -20337,9 +21134,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -20348,12 +21147,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1888583710 Material: serializedVersion: 6 @@ -20527,6 +21338,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -20617,17 +21429,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -20642,6 +21455,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -20656,9 +21470,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -20667,12 +21483,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!21 &1894177490 Material: serializedVersion: 6 @@ -20846,6 +21674,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -20936,17 +21765,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -20961,6 +21791,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -20975,9 +21806,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -20986,12 +21819,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1894567276 GameObject: m_ObjectHideFlags: 0 @@ -21061,6 +21906,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21085,6 +21931,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &1909660569 GameObject: m_ObjectHideFlags: 0 @@ -21146,6 +21993,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21170,6 +22018,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1909660573 MeshFilter: m_ObjectHideFlags: 0 @@ -21233,6 +22082,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21257,6 +22107,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &1916000110 Transform: m_ObjectHideFlags: 0 @@ -21332,6 +22183,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21356,6 +22208,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1919108762 MeshFilter: m_ObjectHideFlags: 0 @@ -21537,6 +22390,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -21627,17 +22481,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -21652,6 +22507,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -21666,9 +22522,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -21677,12 +22535,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 5, g: 5, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &1943596800 GameObject: m_ObjectHideFlags: 0 @@ -21814,6 +22684,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21838,6 +22709,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &2011602049 MeshFilter: m_ObjectHideFlags: 0 @@ -21915,6 +22787,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -21939,6 +22812,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &2022497119 GameObject: m_ObjectHideFlags: 0 @@ -21996,6 +22870,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22020,6 +22895,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2022497122 Transform: m_ObjectHideFlags: 0 @@ -22089,6 +22965,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22113,6 +22990,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2026519736 Transform: m_ObjectHideFlags: 0 @@ -22188,6 +23066,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22212,6 +23091,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &2066681238 MeshFilter: m_ObjectHideFlags: 0 @@ -22393,6 +23273,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -22444,7 +23325,7 @@ Material: - _EnableGeometricSpecularAA: 0 - _EnableSpecularOcclusion: 0 - _EnergyConservingSpecularColor: 1 - - _Flags: 8 + - _Flags: 0 - _HdrpVersion: 2 - _HeightAmplitude: 0.02 - _HeightCenter: 0.5 @@ -22483,17 +23364,18 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - - _StencilRef: 2 - - _StencilRefDepth: 16 + - _StencilRef: 0 + - _StencilRefDepth: 8 - _StencilRefDistortionVec: 64 - _StencilRefGBuffer: 2 - - _StencilRefMV: 144 - - _StencilWriteMask: 3 - - _StencilWriteMaskDepth: 48 + - _StencilRefMV: 40 + - _StencilWriteMask: 6 + - _StencilWriteMaskDepth: 8 - _StencilWriteMaskDistortionVec: 64 - _StencilWriteMaskGBuffer: 3 - - _StencilWriteMaskMV: 176 + - _StencilWriteMaskMV: 40 - _SubsurfaceMask: 1 - _SupportDecals: 1 - _SurfaceType: 0 @@ -22508,6 +23390,7 @@ Material: - _TransparentDepthPrepassEnable: 0 - _TransparentSortPriority: 0 - _TransparentWritingMotionVec: 0 + - _TransparentZWrite: 0 - _UVBase: 0 - _UVDetail: 0 - _UVEmissive: 0 @@ -22522,9 +23405,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - _DoubleSidedConstants: {r: 1, g: 1, b: -1, a: 0} @@ -22533,12 +23418,24 @@ Material: - _EmissiveColorLDR: {r: 0, g: 0, b: 0, a: 1} - _InvPrimScale: {r: 1, g: 1, b: 0, a: 0} - _IridescenceThicknessRemap: {r: 0, g: 1, b: 0, a: 0} + - _Material_SO: {r: 2, g: 2, b: 0, a: 0} + - _SVBRDF_AlphaMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_AnisoRotationMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_ClearcoatIORMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_DiffuseColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_FresnelMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_HeightMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_NormalMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularColorMap_SO: {r: 1, g: 1, b: 0, a: 0} + - _SVBRDF_SpecularLobeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _SpecularColor: {r: 1, g: 1, b: 1, a: 1} - _ThicknessRemap: {r: 0, g: 1, b: 0, a: 0} - _TransmittanceColor: {r: 1, g: 1, b: 1, a: 1} - _UVDetailsMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!1 &2103592705 GameObject: m_ObjectHideFlags: 0 @@ -22608,6 +23505,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22632,6 +23530,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &2111968800 GameObject: m_ObjectHideFlags: 0 @@ -22689,6 +23588,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22713,6 +23613,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2111968803 Transform: m_ObjectHideFlags: 0 @@ -22798,6 +23699,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22822,6 +23724,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!1 &2138308295 GameObject: m_ObjectHideFlags: 0 @@ -22865,9 +23768,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10210, guid: 0000000000000000e000000000000000, type: 0} --- !u!23 &2138308298 MeshRenderer: @@ -22884,6 +23787,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22908,6 +23812,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &2138308299 MeshFilter: m_ObjectHideFlags: 0 @@ -22971,6 +23876,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: @@ -22995,6 +23901,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!4 &2147273450 Transform: m_ObjectHideFlags: 0 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat index a2e68b3ddbe..734b3db1523 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/1x_Materials/1451_AxF_SVBRDF/AxF_aniso/AxF_aniso.mat @@ -173,6 +173,7 @@ Material: - _AlphaCutoffShadow: 0.5 - _AlphaDstBlend: 0 - _AlphaSrcBlend: 1 + - _AlphaToMask: 0 - _Anisotropy: 0 - _AxF_BRDFType: 0 - _BlendMode: 0 @@ -263,6 +264,7 @@ Material: - _SmoothnessRemapMin: 0 - _SpecularAAScreenSpaceVariance: 0.1 - _SpecularAAThreshold: 0.2 + - _SpecularOcclusionMode: 1 - _SrcBlend: 1 - _StencilRef: 0 - _StencilRefDepth: 8 @@ -303,9 +305,11 @@ Material: - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _BaseColorMap_MipInfo: {r: 0, g: 0, b: 0, a: 0} - _CarPaint2_BRDFColorMapUVScale: {r: 1, g: 1, b: 0, a: 0} + - _CarPaint2_BTFFlakeMap_SO: {r: 1, g: 1, b: 0, a: 0} - _CarPaint2_CTCoeffs: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTF0s: {r: 1, g: 1, b: 1, a: 1} - _CarPaint2_CTSpreads: {r: 1, g: 1, b: 1, a: 1} + - _ClearcoatNormalMap_SO: {r: 1, g: 1, b: 0, a: 0} - _Color: {r: 1, g: 1, b: 1, a: 1} - _DiffusionProfileAsset: {r: 0, g: 0, b: 0, a: 0} - 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TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2004_AnimatedCookie/NYAN.MAT.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2004_AnimatedCookie/NYAN.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.MAT b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.mat similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.MAT rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.mat diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.MAT.meta b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.mat.meta similarity index 100% rename from TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.MAT.meta rename to TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2205_LightLoopCullWOblique/CUBE_T.mat.meta diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader index bdc4f53b77a..4fddac06f1a 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilShowShader.shader @@ -75,7 +75,7 @@ Shader "Custom/StencilShowShader" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //------------------------------------------------------------------------------------- // Variant diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader index 4083208bec2..d6eb76b74a3 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2208_And_2209_Reflection_Stencil/StencilWriteShader.shader @@ -75,7 +75,7 @@ Shader "Custom/StencilWriteShader" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //------------------------------------------------------------------------------------- // Variant diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity index 226cf167867..910ea6977e2 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/2x_Lighting/2313_Shadow_Mask_Spotlight_Shapes.unity @@ -614,7 +614,7 @@ MonoBehaviour: m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 1 m_MaxSmoothness: 1 - m_ApplyRangeAttenuation: 1 + m_ApplyRangeAttenuation: 0 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} m_AreaLightShadowCone: 120 @@ -3784,7 +3784,7 @@ MonoBehaviour: m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 1 m_MaxSmoothness: 1 - m_ApplyRangeAttenuation: 1 + m_ApplyRangeAttenuation: 0 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} 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diffuse; + public RenderTexture specular; + public RenderTexture directDiffuse; + public RenderTexture directSpecular; + public RenderTexture indirectDiffuse; + public RenderTexture reflection; + public RenderTexture emissive; + public RenderTexture refraction; + + private static RTHandle rtColor; + + RTHandle RTAllocator(AOVBuffers bufferID) + { + if (bufferID == AOVBuffers.Color) + { + return rtColor ?? 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b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4053_TAA-FP16Alpha.unity index 9eba779d282..3be75735d92 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4053_TAA-FP16Alpha.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4053_TAA-FP16Alpha.unity @@ -97,10 +97,9 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 112000002, guid: abac67019f3687e48bfb3b0ad2040282, - type: 2} - m_LightingSettings: {fileID: 4890085278179872738, guid: 37d5c6f5a3a191940be8a1392afab696, + m_LightingDataAsset: {fileID: 112000002, guid: 8c37a70c4f7006c45bd37ffd23852c5c, type: 2} + m_LightingSettings: {fileID: 1014242297} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -120,6 +119,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 debug: 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m_PVREnvironmentReferencePointCount: 2048 + m_LightProbeSampleCountMultiplier: 4 + m_PVRBounces: 2 + m_PVRRussianRouletteStartBounce: 2 + m_PVREnvironmentMIS: 1 + m_PVRFilteringMode: 1 + m_PVRDenoiserTypeDirect: 1 + m_PVRDenoiserTypeIndirect: 1 + m_PVRDenoiserTypeAO: 1 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 5 + m_PVRFilteringGaussRadiusAO: 2 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 --- !u!1 &1017656384 GameObject: m_ObjectHideFlags: 0 @@ -3914,7 +3977,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 + m_Version: 11 m_ObsoleteShadowResolutionTier: 1 m_ObsoleteUseShadowQualitySettings: 0 m_ObsoleteCustomShadowResolution: 512 @@ -3960,6 +4023,7 @@ MonoBehaviour: m_FilterSizeTraced: 16 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xrCompatible - value: 0 + propertyPath: waitFrames + value: 64 + objectReference: {fileID: 0} + - target: {fileID: 114995348509370400, guid: c07ace9ab142ca9469fa377877c2f1e7, + type: 3} + propertyPath: xrThresholdMultiplier + value: 1.2 objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: c07ace9ab142ca9469fa377877c2f1e7, type: 3} diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader index 7ce665f3cf2..9d2b3557a88 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/BluePP.shader @@ -3,7 +3,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader index 01e73a29bdc..81a56b25492 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/GreenPP.shader @@ -3,7 +3,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader index 94350494a62..73c98cdc85c 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/4x_PostProcessing/4060_CustomPostProcess/RedPP.shader @@ -3,7 +3,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs index c9bf9ef982c..85e4ac311a3 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9500_LightScripting/LightScriptCreator.cs @@ -45,6 +45,7 @@ void Start() { case 0: // Spot Box hdLight.SetLightTypeAndShape(HDLightTypeAndShape.BoxSpot); + hdLight.applyRangeAttenuation = false; break; case 1: // Spot Pyramid hdLight.SetLightTypeAndShape(HDLightTypeAndShape.PyramidSpot); diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity index d50b9cf38da..d3a23be3c72 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9601_SkinnedMeshBatching-Off.unity @@ -2871,7 +2871,7 @@ MonoBehaviour: m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 30 m_MaxSmoothness: 0.99 - m_ApplyRangeAttenuation: 1 + m_ApplyRangeAttenuation: 0 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} m_AreaLightShadowCone: 120 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity index bd7e18f3a17..bd63f5f084e 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9602_SkinnedMeshBatching-On.unity @@ -4932,7 +4932,7 @@ MonoBehaviour: m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 30 m_MaxSmoothness: 0.99 - m_ApplyRangeAttenuation: 1 + m_ApplyRangeAttenuation: 0 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} m_AreaLightShadowCone: 120 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity index 16de542d234..0c143444d60 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9603_MeshRendererBatching-Off.unity @@ -18642,7 +18642,7 @@ MonoBehaviour: m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 2.7 m_MaxSmoothness: 0.99 - m_ApplyRangeAttenuation: 1 + m_ApplyRangeAttenuation: 0 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} m_AreaLightShadowCone: 120 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity index 81aa46a1352..5747be64a64 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9604_MeshRendererBatching-On.unity @@ -1712,7 +1712,7 @@ MonoBehaviour: m_UseCustomSpotLightShadowCone: 0 m_CustomSpotLightShadowCone: 2.7 m_MaxSmoothness: 0.99 - m_ApplyRangeAttenuation: 1 + m_ApplyRangeAttenuation: 0 m_DisplayAreaLightEmissiveMesh: 0 m_AreaLightCookie: {fileID: 0} m_AreaLightShadowCone: 120 diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader index f96aaea6f0b..b4dc422945b 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/BeforeOpaqueDepthAndNormal.shader @@ -5,7 +5,7 @@ #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" @@ -44,7 +44,7 @@ color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1); // Add your custom pass code here - outputDepth = 0.06; + outputDepth = 0.063; // Fade value allow you to increase the strength of the effect while the camera gets closer to the custom pass volume float f = 1 - abs(_FadeValue * 2 - 1); diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader index 40f0717e26e..6a1b0ad56a1 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9700_CustomPass_FullScreen/Outline/Outline.shader @@ -5,7 +5,7 @@ #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader index cc344f0c30e..c24fa418b7e 100644 --- a/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader +++ b/TestProjects/HDRP_Tests/Assets/GraphicTests/Scenes/9x_Other/9701_CustomPass_DrawRenderers/Renderers_Test.shader @@ -12,7 +12,7 @@ HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/1205_Lit_Transparent_Refraction.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/1205_Lit_Transparent_Refraction.png deleted file mode 100644 index e488a9e3ce5..00000000000 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/1205_Lit_Transparent_Refraction.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:53637574c5edfcffb2c3965ef17edd8667e388fd7f7fbe6ce9372c44d806ae84 -size 231262 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/1205_Lit_Transparent_Refraction.png.meta b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/1205_Lit_Transparent_Refraction.png.meta deleted file mode 100644 index 924b819984a..00000000000 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/1205_Lit_Transparent_Refraction.png.meta +++ /dev/null @@ -1,90 +0,0 @@ -fileFormatVersion: 2 -guid: 3ad2f51f667cb41dab9b2b4285ab2948 -TextureImporter: - internalIDToNameTable: [] - externalObjects: {} - serializedVersion: 8 - mipmaps: - mipMapMode: 0 - enableMipMap: 0 - sRGBTexture: 1 - linearTexture: 0 - fadeOut: 0 - borderMipMap: 0 - 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a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/2002_Light_DynamicMix.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:306e45b96fb48846ed1b0a3ab0518e63102f3d3940621d34c8563e745ae08080 -size 101428 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/9700_CustomPass_FullScreen.png b/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/9700_CustomPass_FullScreen.png deleted file mode 100644 index 2d829f01b1d..00000000000 --- a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/9700_CustomPass_FullScreen.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:e7398b678981fdba10377301cfaf9e11a34cd1bb0904e9850ee64a3b04906c95 -size 18565 diff --git a/TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/OSXEditor/Metal/9700_CustomPass_FullScreen.png.meta 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rename from TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/1501_Fabric.png.meta rename to TestProjects/HDRP_Tests/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/1501_Fabric.png.meta diff --git a/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader b/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader index 4e4580889cf..ea8c3f766fb 100644 --- a/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader +++ b/TestProjects/HDRP_Tests/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky/Resources/ProceduralSky.shader @@ -11,7 +11,7 @@ Shader "Hidden/HDRP/Sky/ProceduralSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 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Profile.asset.meta deleted file mode 100644 index b48e21a4e04..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Profiles/Empty Post-process Volume Profile.asset.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4127d29d19bad834187426358fd82d56 -NativeFormatImporter: - externalObjects: {} - mainObjectFileID: 11400000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts.meta deleted file mode 100644 index 65cd51fba9e..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: e71be46b0de16e44f9ef138cc33b5031 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/ArrayDrawer.cs b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/ArrayDrawer.cs deleted file mode 100644 index 834ae378268..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/ArrayDrawer.cs +++ /dev/null @@ -1,50 +0,0 @@ -using UnityEngine; - -[ExecuteInEditMode] -public class ArrayDrawer : MonoBehaviour -{ - [Space] - public int columns = 10; - public float interval = 1; - public float cellSize = 0.1f; - - [Space] - [ColorUsage(false, true)] - public Color color1 = Color.green; - - [ColorUsage(false, true)] - public Color color2 = Color.red; - - public Mesh mesh; - public Material material; - - MaterialPropertyBlock _props; - - void Update() - { - if (_props == null) - _props = new MaterialPropertyBlock(); - - var origin = transform.position + new Vector3( - interval * columns * -0.5f, - interval * columns * -0.5f, 0f - ); - var rotation = transform.rotation; - var scale = Vector3.one * cellSize; - - for (int y = 0; y <= columns; y++) - { - for (int x = 0; x <= columns; x++) - { - var position = origin + new Vector3(x, y, 0f) * interval; - var matrix = Matrix4x4.TRS(position, rotation, scale); - - var c1 = color1 * ((float)x / columns); - var c2 = color2 * ((float)y / columns); - _props.SetColor("_EmissionColor", c1 + c2); - - Graphics.DrawMesh(mesh, matrix, material, 0, null, 0, _props); - } - } - } -} diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/ArrayDrawer.cs.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/ArrayDrawer.cs.meta deleted file mode 100644 index 6431c94712a..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/ArrayDrawer.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a292b138ce99b204790a0a0322fac572 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTestSettings.cs b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTestSettings.cs deleted file mode 100644 index 9a1f0726096..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTestSettings.cs +++ /dev/null @@ -1,6 +0,0 @@ -using UnityEngine.TestTools.Graphics; - -public class PostProcessingGraphicsTestSettings : GraphicsTestSettings -{ - public int WaitFrames = 0; -} diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTestSettings.cs.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTestSettings.cs.meta deleted file mode 100644 index 250fa85e85b..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTestSettings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: eb173e10bfb6ef44291812a3c0311fa8 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.asmdef b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.asmdef deleted file mode 100644 index 3441593cd2a..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.asmdef +++ /dev/null @@ -1,12 +0,0 @@ -{ - "name": "PostProcessingGraphicsTests", - "references": [ - "UnityEngine.TestTools.Graphics" - ], - "optionalUnityReferences": [ - "TestAssemblies" - ], - "includePlatforms": [], - "excludePlatforms": [], - "allowUnsafeCode": false -} \ No newline at end of file diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.asmdef.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.asmdef.meta deleted file mode 100644 index a55e7c2c042..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.asmdef.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: db54eb8515de1184a88ef548faf96b54 -AssemblyDefinitionImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.cs b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.cs deleted file mode 100644 index a78645ce0bc..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.cs +++ /dev/null @@ -1,37 +0,0 @@ -using System.Collections; -using NUnit.Framework; -using UnityEngine; -using UnityEngine.TestTools; -using UnityEngine.TestTools.Graphics; -using UnityEngine.SceneManagement; - -public class PostProcessingGraphicsTests -{ - [UnityTest, Category("PostProcessing")] - [PrebuildSetup("SetupGraphicsTestCases")] - [UseGraphicsTestCases] - public IEnumerator Run(GraphicsTestCase testCase) - { - SceneManager.LoadScene(testCase.ScenePath); - - // Always wait one frame for scene load - yield return null; - - var camera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent(); - var settings = Object.FindObjectOfType(); - Assert.IsNotNull(settings, "Invalid test scene, couldn't find PostProcessingGraphicsTestSettings"); - - for (int i = 0; i < settings.WaitFrames; i++) - yield return null; - - ImageAssert.AreEqual(testCase.ReferenceImage, camera, settings.ImageComparisonSettings); - } - -#if UNITY_EDITOR - [TearDown] - public void DumpImagesInEditor() - { - UnityEditor.TestTools.Graphics.ResultsUtility.ExtractImagesFromTestProperties(TestContext.CurrentContext.Test); - } -#endif -} diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.cs.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.cs.meta deleted file mode 100644 index c9d00ccfbe9..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/PostProcessingGraphicsTests.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 44fbb3cc2b9092f4582227d003bfef13 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup.meta deleted file mode 100644 index 914d8d5f428..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: af6969a0db14d4e41ab0a9cb8784e238 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/Assembly-CSharp-Editor.asmdef b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/Assembly-CSharp-Editor.asmdef deleted file mode 100644 index ef435cd147f..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/Assembly-CSharp-Editor.asmdef +++ /dev/null @@ -1,14 +0,0 @@ -{ - "name": "Assembly-CSharp-Editor-testable", - "references": [ - "UnityEditor.TestTools.Graphics" - ], - "optionalUnityReferences": [ - "TestAssemblies" - ], - "includePlatforms": [ - "Editor" - ], - "excludePlatforms": [], - "allowUnsafeCode": true -} \ No newline at end of file diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/Assembly-CSharp-Editor.asmdef.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/Assembly-CSharp-Editor.asmdef.meta deleted file mode 100644 index d5b3824ab93..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/Assembly-CSharp-Editor.asmdef.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 4da3d27eb78bd8741b9b4ec534d1212d -AssemblyDefinitionImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs deleted file mode 100644 index cdff0703204..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs +++ /dev/null @@ -1,12 +0,0 @@ -using UnityEngine.TestTools; - -// Work around case #1033694, unable to use PrebuildSetup types directly from assemblies that don't have special names. -// Once that's fixed, this class can be deleted and the SetupGraphicsTestCases class in Unity.TestFramework.Graphics.Editor -// can be used directly instead. -public class SetupGraphicsTestCases : IPrebuildSetup -{ - public void Setup() - { - new UnityEditor.TestTools.Graphics.SetupGraphicsTestCases().Setup(); - } -} diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs.meta deleted file mode 100644 index 39174d06d54..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 099907e15c7175a4f9fa727907e61597 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupProject.cs b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupProject.cs deleted file mode 100644 index e98d420eaf4..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupProject.cs +++ /dev/null @@ -1,35 +0,0 @@ -using System; -using System.Collections.Generic; -using UnityEditor; -using UnityEngine; -using UnityEngine.Rendering; - -public static class SetupProject -{ - public static void ApplySettings() - { - var options = new Dictionary - { - { "gamma", () => PlayerSettings.colorSpace = ColorSpace.Gamma }, - { "linear", () => PlayerSettings.colorSpace = ColorSpace.Linear }, - { "glcore", () => SetGraphicsAPI(GraphicsDeviceType.OpenGLCore) }, - { "d3d11", () => SetGraphicsAPI(GraphicsDeviceType.Direct3D11) }, - { "d3d12", () => SetGraphicsAPI(GraphicsDeviceType.Direct3D12) }, - { "vulkan", () => SetGraphicsAPI(GraphicsDeviceType.Vulkan) } - }; - - var args = Environment.GetCommandLineArgs(); - foreach (var arg in args) - { - Action action; - if (options.TryGetValue(arg, out action)) - action(); - } - } - - static void SetGraphicsAPI(GraphicsDeviceType api) - { - var currentTarget = EditorUserBuildSettings.activeBuildTarget; - PlayerSettings.SetGraphicsAPIs(currentTarget, new [] { api } ); - } -} diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupProject.cs.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupProject.cs.meta deleted file mode 100644 index 23a7ffb3825..00000000000 --- a/TestProjects/PostProcessing/Assets/CommonAssets/Scripts/Setup/SetupProject.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 39ffaf792e0b338489f669c65ee19643 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/TestProjects/PostProcessing/Assets/CommonAssets/Textures.meta b/TestProjects/PostProcessing/Assets/CommonAssets/Textures.meta deleted file mode 100644 index 40b7a0b96a2..00000000000 --- 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a/TestProjects/PostProcessing/ProjectSettings/UnityConnectSettings.asset +++ /dev/null @@ -1,34 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!310 &1 -UnityConnectSettings: - m_ObjectHideFlags: 0 - m_Enabled: 0 - m_TestMode: 0 - m_TestEventUrl: - m_TestConfigUrl: - m_TestInitMode: 0 - CrashReportingSettings: - m_EventUrl: https://perf-events.cloud.unity3d.com/api/events/crashes - m_NativeEventUrl: https://perf-events.cloud.unity3d.com/symbolicate - m_Enabled: 0 - m_CaptureEditorExceptions: 1 - UnityPurchasingSettings: - m_Enabled: 0 - m_TestMode: 0 - UnityAnalyticsSettings: - m_Enabled: 1 - m_InitializeOnStartup: 1 - m_TestMode: 0 - m_TestEventUrl: - m_TestConfigUrl: - UnityAdsSettings: - m_Enabled: 0 - m_InitializeOnStartup: 1 - m_TestMode: 0 - m_IosGameId: - m_AndroidGameId: - m_GameIds: {} - m_GameId: - PerformanceReportingSettings: - m_Enabled: 0 diff --git a/TestProjects/PostProcessing/TestRunnerOptions.json b/TestProjects/PostProcessing/TestRunnerOptions.json deleted file mode 100644 index 8441cc3916d..00000000000 --- a/TestProjects/PostProcessing/TestRunnerOptions.json +++ /dev/null @@ -1,6 +0,0 @@ -{ - "disableBatchMode": true, - "allowedGraphicsTarget": { - "metal": ["intel"] - } -} diff --git a/TestProjects/SRP_SmokeTest/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs b/TestProjects/SRP_SmokeTest/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs index cdff0703204..ef3a218a0e4 100644 --- a/TestProjects/SRP_SmokeTest/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs +++ b/TestProjects/SRP_SmokeTest/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs @@ -7,6 +7,6 @@ public class SetupGraphicsTestCases : IPrebuildSetup { public void Setup() { - new UnityEditor.TestTools.Graphics.SetupGraphicsTestCases().Setup(); + UnityEditor.TestTools.Graphics.SetupGraphicsTestCases.Setup(); } } diff --git a/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/SampleScene.png b/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/SampleScene.png similarity index 100% rename from TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/SampleScene.png rename to TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/SampleScene.png diff --git a/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/SampleScene.png.meta b/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/SampleScene.png.meta similarity index 100% rename from TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/SampleScene.png.meta rename to TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/SampleScene.png.meta diff --git a/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SampleScene.png b/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SampleScene.png similarity index 100% rename from TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SampleScene.png rename to TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SampleScene.png diff --git a/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SampleScene.png.meta b/TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SampleScene.png.meta similarity index 100% rename from TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SampleScene.png.meta rename to TestProjects/SRP_SmokeTest/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SampleScene.png.meta diff --git a/TestProjects/SRP_SmokeTest/Packages/manifest.json b/TestProjects/SRP_SmokeTest/Packages/manifest.json index 50e1b9d4d1a..48d2debe9b4 100644 --- a/TestProjects/SRP_SmokeTest/Packages/manifest.json +++ b/TestProjects/SRP_SmokeTest/Packages/manifest.json @@ -5,11 +5,13 @@ "com.unity.render-pipelines.high-definition-config": "file:../../../com.unity.render-pipelines.high-definition-config", "com.unity.render-pipelines.universal": "file:../../../com.unity.render-pipelines.universal", "com.unity.shadergraph": "file:../../../com.unity.shadergraph", - "com.unity.test-framework": "1.1.5", - "com.unity.testframework.graphics": "file:../../../com.unity.testframework.graphics", + "com.unity.test-framework": "1.1.14", + "com.unity.test-framework.build": "0.0.1-preview.12", + "com.unity.test-framework.utp-reporter": "1.0.2-preview", + "com.unity.testframework.graphics": "7.2.2-preview", "com.unity.ugui": "1.0.0", "com.unity.visualeffectgraph": "file:../../../com.unity.visualeffectgraph", - "com.unity.xr.legacyinputhelpers": "2.0.6", + "com.unity.xr.legacyinputhelpers": "2.1.2", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", @@ -40,9 +42,7 @@ "com.unity.modules.video": "1.0.0", "com.unity.modules.vr": "1.0.0", "com.unity.modules.wind": "1.0.0", - "com.unity.modules.xr": "1.0.0", - "com.unity.test-framework.utp-reporter": "0.1.3-preview.17", - "com.unity.test-framework.build": "0.0.1-preview.3" + "com.unity.modules.xr": "1.0.0" }, "testables": [ "com.unity.render-pipelines.core", diff --git a/TestProjects/SRP_SmokeTest/ProjectSettings/URPProjectSettings.asset b/TestProjects/SRP_SmokeTest/ProjectSettings/URPProjectSettings.asset new file mode 100644 index 00000000000..91791f36dfa --- /dev/null +++ b/TestProjects/SRP_SmokeTest/ProjectSettings/URPProjectSettings.asset @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 61 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3} + m_Name: + m_EditorClassIdentifier: + m_LastMaterialVersion: 2 diff --git a/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/KeywordTests.cs b/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/KeywordTests.cs index 17ff28ac5a1..0060d9c49e8 100644 --- a/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/KeywordTests.cs +++ b/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/KeywordTests.cs @@ -232,7 +232,7 @@ public void KeywordNodesHaveCorrectPorts() keywordNode.GetInputSlots(inputSlots); inputSlots.OrderBy(x => x.id); Assert.IsNotEmpty(keywordNodes, "No input Ports on Node."); - + switch(keyword.keywordType) { case KeywordType.Boolean: @@ -271,7 +271,7 @@ public void CanGetPermutationMapPerNode() { var localNodes = ListPool.Get(); NodeUtils.DepthFirstCollectNodesFromNode(localNodes, previewNode, NodeUtils.IncludeSelf.Include, keywordPermutation: m_Collector.permutations[i]); - + foreach(AbstractMaterialNode node in localNodes) { int nodeIndex = descendentNodes.IndexOf(node); @@ -317,5 +317,58 @@ public void CanGetPermutationMapPerNode() List enumBPermutations = keywordPermutationsPerNode[enumBIndex]; Assert.AreEqual(24, enumBPermutations.Count, "Enum B had incorrect permutations."); } + + [Test] + public void KeywordEnumCanAddAndRemovePort() + { + ShaderKeyword enumAKeyword = m_Collector.keywords.Where(x => x.displayName == "Enum A").FirstOrDefault(); + ShaderKeyword enumBKeyword = m_Collector.keywords.Where(x => x.displayName == "Enum B").FirstOrDefault(); + if (enumAKeyword == null || enumBKeyword == null) + { + Assert.Fail("One or more Keywords not in graph."); + } + + var keywordNodes = m_Graph.GetNodes().ToList(); + KeywordNode enumANode = keywordNodes.Where(x => x.keywordGuid == enumAKeyword.guid).FirstOrDefault(); + KeywordNode enumBNode = keywordNodes.Where(x => x.keywordGuid == enumBKeyword.guid).FirstOrDefault(); + if (enumANode == null || enumBNode == null) + { + Assert.Fail("One or more Keywords Nodes not in graph."); + } + + KeywordEntry newEntry1 = new KeywordEntry(4, "D", "D"); + KeywordEntry newEntry2 = new KeywordEntry(5, "E", "E"); + KeywordEntry newEntry3 = new KeywordEntry(6, "F", "F"); + KeywordEntry newEntry4 = new KeywordEntry(5, "E", "E"); + + + enumAKeyword.entries.Add(newEntry1); + enumAKeyword.entries.Add(newEntry2); + enumAKeyword.entries.Add(newEntry3); + enumBKeyword.entries.Add(newEntry4); + + Assert.AreEqual(6, enumAKeyword.entries.Count, "Enum A Keyword has incorrect # of entries after adding"); + Assert.AreEqual(5, enumBKeyword.entries.Count, "Enum B Keyword has incorrect # of entries after adding"); + + enumANode.UpdateNode(); + enumBNode.UpdateNode(); + + Assert.AreEqual(7, enumANode.GetSlots().Count(), "Enum A Node has incorrect # of entries after adding"); + Assert.AreEqual(6, enumBNode.GetSlots().Count(), "Enum B Node has incorrect # of entries after adding"); + + enumAKeyword.entries.Remove(newEntry1); + enumAKeyword.entries.Remove(newEntry2); + enumAKeyword.entries.Remove(newEntry3); + enumBKeyword.entries.Remove(newEntry4); + + Assert.AreEqual(3, enumAKeyword.entries.Count, "Enum A Keyword has incorrect # of entries after removing"); + Assert.AreEqual(4, enumBKeyword.entries.Count, "Enum B Keyword has incorrect # of entries after removing"); + + enumANode.UpdateNode(); + enumBNode.UpdateNode(); + + Assert.AreEqual(4, enumANode.GetSlots().Count(), "Enum A Node has incorrect # of entries after removing"); + Assert.AreEqual(5, enumBNode.GetSlots().Count(), "Enum B Node has incorrect # of entries after removing"); + } } } diff --git a/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs b/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs index cdff0703204..ef3a218a0e4 100644 --- a/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs +++ b/TestProjects/ShaderGraph/Assets/CommonAssets/Editor/Setup/SetupGraphicsTestCases.cs @@ -7,6 +7,6 @@ public class SetupGraphicsTestCases : IPrebuildSetup { public void Setup() { - new UnityEditor.TestTools.Graphics.SetupGraphicsTestCases().Setup(); + UnityEditor.TestTools.Graphics.SetupGraphicsTestCases.Setup(); } } diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ArtisticNodes.png b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ArtisticNodes.png similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ArtisticNodes.png rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ArtisticNodes.png diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ArtisticNodes.png.meta b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ArtisticNodes.png.meta similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ArtisticNodes.png.meta rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ArtisticNodes.png.meta diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ChannelNodes.png b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ChannelNodes.png similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ChannelNodes.png rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ChannelNodes.png diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ChannelNodes.png.meta b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ChannelNodes.png.meta similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/ChannelNodes.png.meta rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ChannelNodes.png.meta diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/InputNodes.png b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/InputNodes.png similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/InputNodes.png rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/InputNodes.png diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/InputNodes.png.meta b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/InputNodes.png.meta similarity index 100% rename from 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TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/LogicNodes.png.meta rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/LogicNodes.png.meta diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/MathNodes.png b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/MathNodes.png similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/MathNodes.png rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/MathNodes.png diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/MathNodes.png.meta b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/MathNodes.png.meta similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/MathNodes.png.meta rename 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TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/ProceduralNodes.png.meta diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/TransformNode.png b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/TransformNode.png similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/TransformNode.png rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/TransformNode.png diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/TransformNode.png.meta b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/TransformNode.png.meta similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/TransformNode.png.meta rename to 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similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/UVNodes.png rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/UVNodes.png diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/UVNodes.png.meta b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/UVNodes.png.meta similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/UVNodes.png.meta rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/UVNodes.png.meta diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/UtilityNodes.png b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/UtilityNodes.png similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/UtilityNodes.png rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/UtilityNodes.png diff --git a/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/UtilityNodes.png.meta b/TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/UtilityNodes.png.meta similarity index 100% rename from TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/UtilityNodes.png.meta rename to TestProjects/ShaderGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Vulkan/None/UtilityNodes.png.meta diff --git a/TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.OBJ b/TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.obj similarity index 100% rename from TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.OBJ rename to TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.obj diff --git a/TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.OBJ.meta b/TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.obj.meta similarity index 100% rename from TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.OBJ.meta rename to TestProjects/ShaderGraph/Assets/TestbedAssets/Objs/Rock_Pack_01/Rocks_Models/Rock_A_01.obj.meta diff --git a/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/LitInstanced.mat b/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/LitInstanced.mat index 88ad0c6b79d..984fb14e1e7 100644 --- a/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/LitInstanced.mat +++ b/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/LitInstanced.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -88,3 +88,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/SimpleLitInstanced.mat b/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/SimpleLitInstanced.mat index a3bc401d962..4bebec739eb 100644 --- a/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/SimpleLitInstanced.mat +++ b/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/SimpleLitInstanced.mat @@ -12,7 +12,7 @@ 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b/TestProjects/ShaderGraph/Assets/Testing/IntegrationTests/Graphs/Instanced/UnlitInstanced.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -89,3 +89,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/ShaderGraph/Packages/manifest.json b/TestProjects/ShaderGraph/Packages/manifest.json index 92d5f9402b3..49c9a211c47 100644 --- a/TestProjects/ShaderGraph/Packages/manifest.json +++ b/TestProjects/ShaderGraph/Packages/manifest.json @@ -5,9 +5,14 @@ "com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", "com.unity.render-pipelines.universal": "file:../../../com.unity.render-pipelines.universal", "com.unity.shadergraph": "file:../../../com.unity.shadergraph", - "com.unity.test-framework": "1.1.5", - "com.unity.testframework.graphics": "file:../../../com.unity.testframework.graphics", + "com.unity.test-framework": "1.1.14", + "com.unity.test-framework.build": "0.0.1-preview.3", + "com.unity.test-framework.utp-reporter": "1.0.2-preview", + "com.unity.testframework.graphics": "7.2.2-preview", + "com.unity.testtools.codecoverage": "0.2.2-preview", "com.unity.ugui": "1.0.0", + "com.unity.xr.interactionsubsystems": "1.0.1", + "com.unity.xr.management": "3.0.6", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", "com.unity.modules.animation": "1.0.0", @@ -38,9 +43,7 @@ "com.unity.modules.video": "1.0.0", "com.unity.modules.vr": "1.0.0", "com.unity.modules.wind": "1.0.0", - 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a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Lit.mat b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Lit.mat index 3386457b22e..95f5531fa7f 100644 --- a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Lit.mat +++ b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Lit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -88,3 +88,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/SimpleLit.mat b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/SimpleLit.mat index 7925f33a4f5..4c3b3fbceb9 100644 --- a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/SimpleLit.mat +++ b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/SimpleLit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -92,3 +92,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Unlit.mat b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Unlit.mat index b8d87c7f4c1..81f0b46b02d 100644 --- a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Unlit.mat +++ b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Materials/Unlit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -89,3 +89,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs index 5c11e019aa1..07c2c4b47a0 100644 --- a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs +++ b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs @@ -57,7 +57,7 @@ public IEnumerator Run(GraphicsTestCase testCase) // ScreenCapture.CaptureScreenshotAsTexture --> does not work since colorspace is wrong, would need colorspace change and thus color compression // ScreenCapture.CaptureScreenshotIntoRenderTexture --> does not work since texture is flipped, would need another pass // so we need to capture and reload the resulting file. - ScreenCapture.CaptureScreenshot(tempScreenshotFile); + ScreenCapture.CaptureScreenshot(tempScreenshotFile, ScreenCapture.StereoScreenCaptureMode.BothEyes); // NOTE: there's discussions around whether Unity has actually documented this correctly. // Unity says: next frame MUST have the file ready diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs index 363b797b8dc..30faf702f10 100644 --- a/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs +++ b/TestProjects/ShaderGraphUniversalStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs @@ -7,6 +7,6 @@ public class SetupGraphicsTestCases : IPrebuildSetup { public void Setup() { - new UnityEditor.TestTools.Graphics.SetupGraphicsTestCases().Setup(LWGraphicsTests.lwPackagePath); + UnityEditor.TestTools.Graphics.SetupGraphicsTestCases.Setup(LWGraphicsTests.lwPackagePath); } } diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader.meta b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader.meta new file mode 100644 index 00000000000..6411622a94a --- /dev/null +++ b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: bcdef7b531aed92468d64ffca8cbc08d +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_ShaderGraph.png b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_ShaderGraph.png rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_ShaderGraph.png.meta b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png.meta similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_ShaderGraph.png.meta rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png.meta diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_InstancedRendering.png b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_InstancedRendering.png rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_InstancedRendering.png.meta b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png.meta similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_InstancedRendering.png.meta rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png.meta diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_xr_OpaqueTexture.png b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_xr_OpaqueTexture.png rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_xr_OpaqueTexture.png.meta b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png.meta similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_xr_OpaqueTexture.png.meta rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png.meta diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/001_xr_ShaderGraph.png b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/001_xr_ShaderGraph.png rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/001_xr_ShaderGraph.png.meta b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png.meta similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/001_xr_ShaderGraph.png.meta rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/001_xr_ShaderGraph.png.meta diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002_xr_InstancedRendering.png b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002_xr_InstancedRendering.png rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002_xr_InstancedRendering.png.meta b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png.meta similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/002_xr_InstancedRendering.png.meta rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/002_xr_InstancedRendering.png.meta diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/003_xr_OpaqueTexture.png b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/003_xr_OpaqueTexture.png rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/003_xr_OpaqueTexture.png.meta b/TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png.meta similarity index 100% rename from TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/003_xr_OpaqueTexture.png.meta rename to TestProjects/ShaderGraphUniversalStereo/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Mock HMD Loader/003_xr_OpaqueTexture.png.meta diff --git a/TestProjects/ShaderGraphUniversalStereo/Assets/Scenes/001_xr_ShaderGraph.unity b/TestProjects/ShaderGraphUniversalStereo/Assets/Scenes/001_xr_ShaderGraph.unity index 295ddb8395c..6a7a9f48ee0 100644 --- a/TestProjects/ShaderGraphUniversalStereo/Assets/Scenes/001_xr_ShaderGraph.unity +++ b/TestProjects/ShaderGraphUniversalStereo/Assets/Scenes/001_xr_ShaderGraph.unity @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -98,7 +98,8 @@ LightmapSettings: m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 0} - m_UseShadowmask: 1 + m_LightingSettings: {fileID: 4890085278179872738, guid: 0091453abcbc5514cb34d30a506b9085, + type: 2} --- 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m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -89,3 +89,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Materials/red_paint.mat b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Materials/red_paint.mat index d507dd0e2f3..d1272ec618a 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Materials/red_paint.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Materials/red_paint.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -120,3 +120,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.FBX b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.fbx similarity index 100% rename from TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.FBX rename to TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.fbx diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.FBX.meta b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.fbx.meta similarity index 100% rename from TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.FBX.meta rename to TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Crowd_LOD0.fbx.meta diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_metallic.mat b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_metallic.mat index 06b62ba0a69..a587867d969 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_metallic.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_metallic.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -113,3 +112,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_spec.mat b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_spec.mat index af372519243..56b8ae69150 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_spec.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Limbs_spec.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -113,3 +112,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_metallic.mat b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_metallic.mat index c3983a22b24..864d055253f 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_metallic.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_metallic.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -113,3 +112,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0.38235295, g: 0.8722108, b: 1, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_spec.mat b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_spec.mat index 73fb4efe541..b07e136176a 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_spec.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/Adam/Materials/Crowd_LOD0_Mat_Torso_spec.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -113,3 +112,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0.38235295, g: 0.8722108, b: 1, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_Spec.mat b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_Spec.mat index 259eea2234a..b52f3a837b4 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_Spec.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_Spec.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -99,6 +99,7 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] --- !u!114 &214017953261494582 MonoBehaviour: m_ObjectHideFlags: 11 @@ -108,8 +109,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_met.mat b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_met.mat index 18c576fdb5e..837b213acd1 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_met.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Meshes/PBR Spheres/PBRtest_met.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -113,3 +112,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs index b9f19f1bb0d..4a63fd3c543 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/LWGraphicsTests.cs @@ -6,6 +6,7 @@ using UnityEngine.XR; using UnityEngine.TestTools.Graphics; using UnityEngine.SceneManagement; +using System.IO; public class LWGraphicsTests { @@ -14,9 +15,9 @@ public class LWGraphicsTests [UnityTest, Category("LightWeightRP")] [PrebuildSetup("SetupGraphicsTestCases")] - [UseGraphicsTestCases(lwPackagePath)] - - + [UseGraphicsTestCases(lwPackagePath)] + + public IEnumerator Run(GraphicsTestCase testCase) { SceneManager.LoadScene(testCase.ScenePath); @@ -24,23 +25,126 @@ public IEnumerator Run(GraphicsTestCase testCase) // Always wait one frame for scene load yield return null; - var cameras = GameObject.FindGameObjectsWithTag("MainCamera").Select(x=>x.GetComponent()); + var cameras = GameObject.FindGameObjectsWithTag("MainCamera").Select(x => x.GetComponent()); var settings = Object.FindObjectOfType(); - Assert.IsNotNull(settings, "Invalid test scene, couldn't find LWGraphicsTestSettings"); - - // Stereo screen capture on Mac generates monoscopic images and won't be fixed. - Assume.That((Application.platform != RuntimePlatform.OSXEditor && Application.platform != RuntimePlatform.OSXPlayer), "Stereo tests do not run on MacOSX."); - - XRSettings.gameViewRenderMode = GameViewRenderMode.BothEyes; + Assert.IsNotNull(settings, "Invalid test scene, couldn't find LWGraphicsTestSettings"); + + // Stereo screen capture on Mac generates monoscopic images and won't be fixed. + Assume.That((Application.platform != RuntimePlatform.OSXEditor && Application.platform != RuntimePlatform.OSXPlayer), "Stereo tests do not run on MacOSX."); + + var referenceImage = testCase.ReferenceImage; + // make sure we're rendering in the same size as the reference image, otherwise this is not really comparable. + Screen.SetResolution(referenceImage.width, referenceImage.height, FullScreenMode.Windowed); + + XRSettings.gameViewRenderMode = GameViewRenderMode.BothEyes; yield return null; - - foreach (var camera in cameras) + + foreach (var camera in cameras) camera.stereoTargetEye = StereoTargetEyeMask.Both; + var tempScreenshotFile = Path.ChangeExtension(Path.GetTempFileName(), ".png"); + // clean up previous file if it happens to exist at this point + if (FileAvailable(tempScreenshotFile)) + System.IO.File.Delete(tempScreenshotFile); + for (int i = 0; i < settings.WaitFrames; i++) yield return null; - ImageAssert.AreEqual(testCase.ReferenceImage, cameras.Where(x => x != null), settings.ImageComparisonSettings); + // wait for rendering to complete + yield return new WaitForEndOfFrame(); + + // we'll take a screenshot here, as what we want to compare is the actual result on-screen. + // ScreenCapture.CaptureScreenshotAsTexture --> does not work since colorspace is wrong, would need colorspace change and thus color compression + // ScreenCapture.CaptureScreenshotIntoRenderTexture --> does not work since texture is flipped, would need another pass + // so we need to capture and reload the resulting file. + ScreenCapture.CaptureScreenshot(tempScreenshotFile, ScreenCapture.StereoScreenCaptureMode.BothEyes); + + // NOTE: there's discussions around whether Unity has actually documented this correctly. + // Unity says: next frame MUST have the file ready + // Community says: not true, file write might take longer, so have to explicitly check the file handle before use + // https://forum.unity.com/threads/how-to-wait-for-capturescreen-to-complete.172194/ + yield return null; + while (!FileAvailable(tempScreenshotFile)) + yield return null; + + // load the screenshot back into memory and change to the same format as we want to compare with + var actualImage = new Texture2D(referenceImage.width, referenceImage.height); + actualImage.LoadImage(System.IO.File.ReadAllBytes(tempScreenshotFile)); + + if (actualImage.width != referenceImage.width || actualImage.height != referenceImage.height) + { + Debug.LogWarning("[" + testCase.ScenePath + "] Image size differs (ref: " + referenceImage.width + "x" + referenceImage.height + " vs. actual: " + actualImage.width + "x" + actualImage.height + "). " + (Application.isEditor ? " is your GameView set to a different resolution than the reference images?" : "is your build size different than the reference images?")); + actualImage = ChangeTextureSize(actualImage, referenceImage.width, referenceImage.height); + } + // ref is usually in RGB24 or RGBA32 while actual is in ARGB32, we need to convert formats + if (referenceImage.format != actualImage.format) + { + actualImage = ChangeTextureFormat(actualImage, referenceImage.format); + } + + // delete temporary file + File.Delete(tempScreenshotFile); + + // for testing + // File.WriteAllBytes("reference.png", referenceImage.EncodeToPNG()); + // File.WriteAllBytes("actual.png", actualImage.EncodeToPNG()); + + ImageAssert.AreEqual(referenceImage, actualImage, settings.ImageComparisonSettings); + } + + static bool FileAvailable(string path) + { + if (!File.Exists(path)) + { + return false; + } + + FileInfo file = new System.IO.FileInfo(path); + FileStream stream = null; + + try + { + stream = file.Open(FileMode.Open, FileAccess.Read, FileShare.None); + } + catch (IOException) + { + // Can be either: + // - file is processed by another thread + // - file is still being written to + // - file does not really exist yet + return false; + } + finally + { + if (stream != null) + stream.Close(); + } + + return true; + } + + + static Texture2D ChangeTextureSize(Texture2D source, int newWidth, int newHeight) + { + source.filterMode = FilterMode.Bilinear; + RenderTexture rt = RenderTexture.GetTemporary(newWidth, newHeight); + rt.filterMode = FilterMode.Bilinear; + RenderTexture.active = rt; + Graphics.Blit(source, rt); + var nTex = new Texture2D(newWidth, newHeight, source.format, false); + nTex.ReadPixels(new Rect(0, 0, newWidth, newWidth), 0, 0); + nTex.Apply(); + RenderTexture.active = null; + return nTex; + } + + static Texture2D ChangeTextureFormat(Texture2D texture, TextureFormat newFormat) + { + Texture2D tex = new Texture2D(texture.width, texture.height, newFormat, false); + tex.SetPixels(texture.GetPixels()); + tex.Apply(); + + return tex; } #if UNITY_EDITOR diff --git a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs index 363b797b8dc..30faf702f10 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs +++ b/TestProjects/UniversalGfxTestStereo/Assets/CommonAssets/Scripts/Setup/SetupGraphicsTestCases.cs @@ -7,6 +7,6 @@ public class SetupGraphicsTestCases : IPrebuildSetup { public void Setup() { - new UnityEditor.TestTools.Graphics.SetupGraphicsTestCases().Setup(LWGraphicsTests.lwPackagePath); + UnityEditor.TestTools.Graphics.SetupGraphicsTestCases.Setup(LWGraphicsTests.lwPackagePath); } } diff --git a/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_Camera_Clip.png b/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_Camera_Clip.png similarity index 100% rename from TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_Camera_Clip.png rename to TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_Camera_Clip.png diff --git a/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_Camera_Clip.png.meta b/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_Camera_Clip.png.meta similarity index 100% rename from TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_xr_Camera_Clip.png.meta rename to TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/001_xr_Camera_Clip.png.meta diff --git a/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_LitShaderLightProbes.png b/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_LitShaderLightProbes.png similarity index 100% rename from TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_LitShaderLightProbes.png rename to TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_LitShaderLightProbes.png diff --git a/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_LitShaderLightProbes.png.meta b/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_LitShaderLightProbes.png.meta similarity index 100% rename from TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_xr_LitShaderLightProbes.png.meta rename to TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/002_xr_LitShaderLightProbes.png.meta diff --git a/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_xr_LitShaderMaps.png b/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/003_xr_LitShaderMaps.png similarity index 100% rename from TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_xr_LitShaderMaps.png rename to TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/Mock HMD Loader/003_xr_LitShaderMaps.png diff --git a/TestProjects/UniversalGfxTestStereo/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_xr_LitShaderMaps.png.meta 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m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1090253500 MeshFilter: m_ObjectHideFlags: 0 @@ -1419,6 +1590,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1430,6 +1603,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1442,6 +1616,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1176034415 MeshFilter: m_ObjectHideFlags: 0 @@ -1496,6 +1671,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1507,6 +1684,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1519,6 +1697,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1178234607 MeshFilter: m_ObjectHideFlags: 0 @@ -1573,6 +1752,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1584,6 +1765,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1596,6 +1778,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1193547150 MeshFilter: m_ObjectHideFlags: 0 @@ -1657,7 +1840,7 @@ Transform: - {fileID: 657955514} - {fileID: 1071677613} m_Father: {fileID: 0} - m_RootOrder: 3 + m_RootOrder: 2 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1341023563 GameObject: @@ -1705,6 +1888,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1716,6 +1901,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1728,6 +1914,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1341023566 MeshFilter: m_ObjectHideFlags: 0 @@ -1761,8 +1948,9 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1498576948} m_Enabled: 1 - serializedVersion: 9 + serializedVersion: 10 m_Type: 3 + m_Shape: 0 m_Color: {r: 1, g: 1, b: 1, a: 1} m_Intensity: 0.5 m_Range: 14.427318 @@ -1777,6 +1965,24 @@ Light: m_Bias: 0.05 m_NormalBias: 0.4 m_NearPlane: 0.2 + m_CullingMatrixOverride: + e00: 1 + e01: 0 + e02: 0 + e03: 0 + e10: 0 + e11: 1 + e12: 0 + e13: 0 + e20: 0 + e21: 0 + e22: 1 + e23: 0 + e30: 0 + e31: 0 + e32: 0 + e33: 1 + m_UseCullingMatrixOverride: 0 m_Cookie: {fileID: 0} m_DrawHalo: 0 m_Flare: {fileID: 0} @@ -1784,12 +1990,15 @@ Light: m_CullingMask: serializedVersion: 2 m_Bits: 4294967295 + m_RenderingLayerMask: 1 m_Lightmapping: 2 m_LightShadowCasterMode: 0 m_AreaSize: {x: 2.9, y: 2.9} m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 0 + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} + m_UseBoundingSphereOverride: 0 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!4 &1498576950 @@ -1804,7 +2013,7 @@ Transform: m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 4 + m_RootOrder: 3 m_LocalEulerAnglesHint: {x: 0, y: 90, z: 0} --- !u!1 &1500563947 GameObject: @@ -1852,6 +2061,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1863,6 +2074,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1875,6 +2087,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1500563950 MeshFilter: m_ObjectHideFlags: 0 @@ -1929,6 +2142,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1940,6 +2155,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1952,6 +2168,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1518576412 MeshFilter: m_ObjectHideFlags: 0 @@ -2006,6 +2223,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2017,6 +2236,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2029,6 +2249,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1533891192 MeshFilter: m_ObjectHideFlags: 0 @@ -2083,6 +2304,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2094,6 +2317,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2106,6 +2330,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1566664494 MeshFilter: m_ObjectHideFlags: 0 @@ -2139,8 +2364,9 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1707585266} m_Enabled: 1 - serializedVersion: 9 + serializedVersion: 10 m_Type: 3 + m_Shape: 0 m_Color: {r: 1, g: 1, b: 1, a: 1} m_Intensity: 0.5 m_Range: 14.427318 @@ -2155,6 +2381,24 @@ Light: m_Bias: 0.05 m_NormalBias: 0.4 m_NearPlane: 0.2 + m_CullingMatrixOverride: + e00: 1 + e01: 0 + e02: 0 + e03: 0 + e10: 0 + e11: 1 + e12: 0 + e13: 0 + e20: 0 + e21: 0 + e22: 1 + e23: 0 + e30: 0 + e31: 0 + e32: 0 + e33: 1 + m_UseCullingMatrixOverride: 0 m_Cookie: {fileID: 0} m_DrawHalo: 0 m_Flare: {fileID: 0} @@ -2162,12 +2406,15 @@ Light: m_CullingMask: serializedVersion: 2 m_Bits: 4294967295 + m_RenderingLayerMask: 1 m_Lightmapping: 2 m_LightShadowCasterMode: 0 m_AreaSize: {x: 2.9, y: 2.9} m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 0 + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} + m_UseBoundingSphereOverride: 0 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!4 &1707585268 @@ -2182,7 +2429,7 @@ Transform: m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 5 + m_RootOrder: 4 m_LocalEulerAnglesHint: {x: 0, y: -90, z: 0} --- !u!1 &1723821744 GameObject: @@ -2230,6 +2477,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2241,6 +2490,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2253,6 +2503,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1723821747 MeshFilter: m_ObjectHideFlags: 0 @@ -2307,6 +2558,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2318,6 +2571,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2330,6 +2584,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1779788943 MeshFilter: m_ObjectHideFlags: 0 @@ -2425,7 +2680,7 @@ Transform: m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 2 + m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1931301372 GameObject: @@ -2473,6 +2728,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2484,6 +2741,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2496,6 +2754,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!33 &1931301375 MeshFilter: m_ObjectHideFlags: 0 @@ -2504,3 +2763,34 @@ MeshFilter: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1931301372} m_Mesh: {fileID: 10207, guid: 0000000000000000e000000000000000, type: 0} +--- !u!1 &1983342010 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1983342011} + m_Layer: 0 + m_Name: CameraTransform + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &1983342011 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1983342010} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 1, z: -1.8} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: + - {fileID: 971756575} + m_Father: {fileID: 0} + m_RootOrder: 5 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/002_xr_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/002_xr_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat index 134a987da21..f7ea805a601 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/002_xr_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/002_xr_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -116,3 +116,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/003_xr_LitShaderMaps.unity b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/003_xr_LitShaderMaps.unity index 4449758b1b1..7f3bfd99279 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/003_xr_LitShaderMaps.unity +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/003_xr_LitShaderMaps.unity @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -99,7 +99,8 @@ LightmapSettings: m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 112000004, guid: cde702c7d66d1794987fc17a218f7bee, type: 2} - m_UseShadowmask: 0 + m_LightingSettings: {fileID: 4890085278179872738, guid: 8d82af0b7eed740459aa2d63f1b4cca0, + type: 2} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -119,6 +120,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 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1.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 1.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -123,3 +122,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _MetallicSpecColor: {r: 0, g: 0.19999996, b: 0.19999996, a: 0.2} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 10.mat 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m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -123,3 +122,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _MetallicSpecColor: {r: 0, g: 0.19999996, b: 0.19999996, a: 0.2} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 13.mat b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 13.mat index 623c39f1212..ab61aee5441 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 13.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 13.mat @@ 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@@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _MetallicSpecColor: {r: 0, g: 0.19999996, b: 0.19999996, a: 0.2} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 16.mat b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 16.mat index dc59238c8bf..2cd36403e72 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 16.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 16.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ 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&4650732631101754418 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 20.mat b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 20.mat index 8d0b067591e..f7b52aead4b 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 20.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/005_xr_PBS_EnvironmentBRDF_Spheres/PBRSphere 20.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque 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BoxCollider: m_ObjectHideFlags: 0 @@ -1466,6 +1573,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1477,6 +1586,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1489,6 +1599,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &800060192 BoxCollider: m_ObjectHideFlags: 0 @@ -1557,6 +1668,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1568,6 +1681,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1580,6 +1694,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &927092476 BoxCollider: m_ObjectHideFlags: 0 @@ -1648,6 +1763,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1659,6 +1776,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1671,6 +1789,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &930364246 CapsuleCollider: m_ObjectHideFlags: 0 @@ -1740,6 +1859,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1751,6 +1872,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1763,6 +1885,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &993488026 BoxCollider: m_ObjectHideFlags: 0 @@ -1809,8 +1932,9 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1014564735} m_Enabled: 1 - serializedVersion: 9 + serializedVersion: 10 m_Type: 1 + m_Shape: 0 m_Color: {r: 1, g: 0.95686275, b: 0.8392157, a: 1} m_Intensity: 2 m_Range: 10 @@ -1825,6 +1949,24 @@ Light: m_Bias: 0.05 m_NormalBias: 0.4 m_NearPlane: 0.2 + m_CullingMatrixOverride: + e00: 1 + e01: 0 + e02: 0 + e03: 0 + e10: 0 + e11: 1 + e12: 0 + e13: 0 + e20: 0 + e21: 0 + e22: 1 + e23: 0 + e30: 0 + e31: 0 + e32: 0 + e33: 1 + m_UseCullingMatrixOverride: 0 m_Cookie: {fileID: 0} m_DrawHalo: 0 m_Flare: {fileID: 0} @@ -1832,12 +1974,15 @@ Light: m_CullingMask: serializedVersion: 2 m_Bits: 4294967295 + m_RenderingLayerMask: 1 m_Lightmapping: 4 m_LightShadowCasterMode: 0 m_AreaSize: {x: 1, y: 1} m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 0 + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} + m_UseBoundingSphereOverride: 0 m_ShadowRadius: 0 m_ShadowAngle: 0 --- !u!4 &1014564737 @@ -1852,7 +1997,7 @@ Transform: m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 1 + m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 16, y: 51.21, z: 0} --- !u!1 &1133400470 GameObject: @@ -1901,6 +2046,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1912,6 +2059,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1924,6 +2072,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1133400473 BoxCollider: m_ObjectHideFlags: 0 @@ -1992,6 +2141,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2003,6 +2154,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2015,6 +2167,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1139547678 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2084,6 +2237,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2095,6 +2250,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2107,6 +2263,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1147846335 BoxCollider: m_ObjectHideFlags: 0 @@ -2175,6 +2332,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2186,6 +2345,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2198,6 +2358,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1157142476 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2267,6 +2428,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2278,6 +2441,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2290,6 +2454,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1177688384 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2359,6 +2524,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2370,6 +2537,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2382,6 +2550,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1321805572 BoxCollider: m_ObjectHideFlags: 0 @@ -2450,6 +2619,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2461,6 +2632,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2473,6 +2645,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1327624593 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2542,6 +2715,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2553,6 +2728,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2565,6 +2741,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1340567911 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2634,6 +2811,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2645,6 +2824,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2657,6 +2837,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1345549253 BoxCollider: m_ObjectHideFlags: 0 @@ -2725,6 +2906,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2736,6 +2919,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2748,6 +2932,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1359757062 BoxCollider: m_ObjectHideFlags: 0 @@ -2816,6 +3001,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2827,6 +3014,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2839,6 +3027,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1378183167 BoxCollider: m_ObjectHideFlags: 0 @@ -2907,6 +3096,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2918,6 +3109,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2930,6 +3122,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1388229977 BoxCollider: m_ObjectHideFlags: 0 @@ -2998,6 +3191,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3009,6 +3204,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3021,6 +3217,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1389183587 BoxCollider: m_ObjectHideFlags: 0 @@ -3089,6 +3286,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3100,6 +3299,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3112,6 +3312,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1435330148 BoxCollider: m_ObjectHideFlags: 0 @@ -3180,6 +3381,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3191,6 +3394,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3203,6 +3407,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1454960491 BoxCollider: m_ObjectHideFlags: 0 @@ -3271,6 +3476,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3282,6 +3489,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3294,6 +3502,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1527750762 BoxCollider: m_ObjectHideFlags: 0 @@ -3362,6 +3571,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3373,6 +3584,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3385,6 +3597,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1544254619 BoxCollider: m_ObjectHideFlags: 0 @@ -3406,6 +3619,37 @@ MeshFilter: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1544254616} m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} +--- !u!1 &1594034931 +GameObject: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + serializedVersion: 6 + m_Component: + - component: {fileID: 1594034932} + m_Layer: 0 + m_Name: CameraTransform + m_TagString: Untagged + m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &1594034932 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1594034931} + m_LocalRotation: {x: 0.5426085, y: -0.09579734, z: 0.06244291, w: 0.8321657} + m_LocalPosition: {x: 1.45, y: 3.59, z: -1.66} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: + - {fileID: 64132552} + m_Father: {fileID: 0} + m_RootOrder: 2 + m_LocalEulerAnglesHint: {x: 66.212, y: -13.137, z: -0.005} --- !u!1 &1597136632 GameObject: m_ObjectHideFlags: 0 @@ -3453,6 +3697,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3464,6 +3710,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3476,6 +3723,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1597136635 BoxCollider: m_ObjectHideFlags: 0 @@ -3544,6 +3792,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3555,6 +3805,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3567,6 +3818,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1654025342 BoxCollider: m_ObjectHideFlags: 0 @@ -3635,6 +3887,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3646,6 +3900,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3658,6 +3913,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1689592831 BoxCollider: m_ObjectHideFlags: 0 @@ -3726,6 +3982,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3737,6 +3995,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3749,6 +4008,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1720948457 BoxCollider: m_ObjectHideFlags: 0 @@ -3817,6 +4077,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3828,6 +4090,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3840,6 +4103,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1738898958 BoxCollider: m_ObjectHideFlags: 0 @@ -3908,6 +4172,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3919,6 +4185,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3931,6 +4198,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1749854636 BoxCollider: m_ObjectHideFlags: 0 @@ -4029,7 +4297,7 @@ Transform: - {fileID: 568231088} - {fileID: 369856833} m_Father: {fileID: 0} - m_RootOrder: 2 + m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1836967589 GameObject: @@ -4078,6 +4346,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4089,6 +4359,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -4101,6 +4372,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1836967592 BoxCollider: m_ObjectHideFlags: 0 @@ -4169,6 +4441,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4180,6 +4454,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -4192,6 +4467,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1880253848 BoxCollider: m_ObjectHideFlags: 0 @@ -4260,6 +4536,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4271,6 +4549,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -4283,6 +4562,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1899611855 BoxCollider: m_ObjectHideFlags: 0 @@ -4351,6 +4631,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4362,6 +4644,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -4374,6 +4657,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1911185333 BoxCollider: m_ObjectHideFlags: 0 @@ -4442,6 +4726,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4453,6 +4739,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -4465,6 +4752,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1939386830 BoxCollider: m_ObjectHideFlags: 0 @@ -4533,6 +4821,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4544,6 +4834,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -4556,6 +4847,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1983852698 BoxCollider: m_ObjectHideFlags: 0 @@ -4624,6 +4916,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4635,6 +4929,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -4647,6 +4942,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &2006520245 CapsuleCollider: m_ObjectHideFlags: 0 @@ -4716,6 +5012,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4727,6 +5025,7 @@ MeshRenderer: 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a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/007_xr_Lighting_Scene_DirectionalBaked.unity b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/007_xr_Lighting_Scene_DirectionalBaked.unity index 333114f6566..21d796dc8d3 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/007_xr_Lighting_Scene_DirectionalBaked.unity +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/007_xr_Lighting_Scene_DirectionalBaked.unity @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -94,11 +94,13 @@ LightmapSettings: m_PVRFilteringAtrousPositionSigmaDirect: 0.5 m_PVRFilteringAtrousPositionSigmaIndirect: 2 m_PVRFilteringAtrousPositionSigmaAO: 1 - m_ShowResolutionOverlay: 1 m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 112000002, guid: b3ff4bc4727d64c4886e4d397960b8d6, type: 2} - m_UseShadowmask: 0 + m_LightingSettings: {fileID: 4890085278179872738, guid: 3b3516c722b4e2346b7677a7de54dbb8, + type: 2} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -118,6 +120,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} @@ -168,6 +172,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -179,6 +185,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -191,6 +198,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &26681922 BoxCollider: m_ObjectHideFlags: 0 @@ -225,6 +233,8 @@ GameObject: - component: {fileID: 64132549} - component: {fileID: 64132548} - component: {fileID: 64132550} + - component: {fileID: 64132554} + - component: {fileID: 64132553} m_Layer: 0 m_Name: Main Camera m_TagString: MainCamera @@ -257,7 +267,6 @@ MonoBehaviour: m_GameObject: {fileID: 64132547} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: 73231aa468d81ea49bc3d914080de185, type: 3} m_Name: m_EditorClassIdentifier: @@ -266,6 +275,7 @@ MonoBehaviour: TargetHeight: 360 PerPixelCorrectnessThreshold: 0.005 AverageCorrectnessThreshold: 0.001 + UseHDR: 0 WaitFrames: 0 --- !u!20 &64132551 Camera: @@ -317,13 +327,62 @@ Transform: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 64132547} - m_LocalRotation: {x: -0.5426103, y: 0.095794484, z: -0.062440075, w: -0.8321651} - m_LocalPosition: {x: 1.45, y: 3.6, z: -1.67} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: 0, y: 0, z: 0} m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] - m_Father: {fileID: 0} + m_Father: {fileID: 563129435} m_RootOrder: 0 - m_LocalEulerAnglesHint: {x: -2.38, y: 24.98, z: 0} + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &64132553 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 64132547} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 5a2a9c34df4095f47b9ca8f975175f5b, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Device: 0 + m_PoseSource: 2 + m_PoseProviderComponent: {fileID: 0} + m_TrackingType: 0 + m_UpdateType: 0 + m_UseRelativeTransform: 0 +--- !u!114 &64132554 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 64132547} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: 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m_LocalPosition: {x: 1.4, y: 3.8, z: -2.5} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: + - {fileID: 64132552} + m_Father: {fileID: 0} + m_RootOrder: 2 + m_LocalEulerAnglesHint: {x: 66, y: -13, z: 0} --- !u!1 &568231087 GameObject: m_ObjectHideFlags: 0 @@ -1192,6 +1318,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1203,6 +1331,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1215,6 +1344,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &568231090 BoxCollider: m_ObjectHideFlags: 0 @@ -1283,6 +1413,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1294,6 +1426,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1306,6 +1439,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!64 &708911050 MeshCollider: m_ObjectHideFlags: 0 @@ -1316,9 +1450,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} --- !u!33 &708911051 MeshFilter: @@ -1375,6 +1509,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1386,6 +1522,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1398,6 +1535,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &794026446 BoxCollider: m_ObjectHideFlags: 0 @@ -1466,6 +1604,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1477,6 +1617,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1489,6 +1630,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &800060192 BoxCollider: m_ObjectHideFlags: 0 @@ -1557,6 +1699,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1568,6 +1712,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1580,6 +1725,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &927092476 BoxCollider: m_ObjectHideFlags: 0 @@ -1648,6 +1794,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1659,6 +1807,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 2 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1671,6 +1820,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &930364246 CapsuleCollider: m_ObjectHideFlags: 0 @@ -1740,6 +1890,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1751,6 +1903,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1763,6 +1916,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &993488026 BoxCollider: m_ObjectHideFlags: 0 @@ -1809,8 +1963,9 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 1014564735} m_Enabled: 1 - serializedVersion: 9 + serializedVersion: 10 m_Type: 1 + m_Shape: 0 m_Color: {r: 1, g: 0.95686275, b: 0.8392157, a: 1} m_Intensity: 12 m_Range: 10 @@ -1825,6 +1980,24 @@ Light: m_Bias: 0.05 m_NormalBias: 0.4 m_NearPlane: 0.2 + m_CullingMatrixOverride: + e00: 1 + e01: 0 + e02: 0 + e03: 0 + e10: 0 + e11: 1 + e12: 0 + e13: 0 + e20: 0 + e21: 0 + e22: 1 + e23: 0 + e30: 0 + e31: 0 + e32: 0 + e33: 1 + m_UseCullingMatrixOverride: 0 m_Cookie: {fileID: 0} m_DrawHalo: 0 m_Flare: {fileID: 0} @@ -1832,12 +2005,15 @@ Light: m_CullingMask: serializedVersion: 2 m_Bits: 4294967295 + m_RenderingLayerMask: 1 m_Lightmapping: 2 m_LightShadowCasterMode: 0 m_AreaSize: {x: 1, y: 1} m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 0 + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} + m_UseBoundingSphereOverride: 0 m_ShadowRadius: 0 m_ShadowAngle: 2 --- !u!4 &1014564737 @@ -1852,7 +2028,7 @@ Transform: m_LocalScale: {x: 1, y: 1, z: 1} m_Children: [] m_Father: {fileID: 0} - m_RootOrder: 1 + m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 16, y: 51.21, z: 0} --- !u!1 &1133400470 GameObject: @@ -1901,6 +2077,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -1912,6 +2090,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -1924,6 +2103,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1133400473 BoxCollider: m_ObjectHideFlags: 0 @@ -1992,6 +2172,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2003,6 +2185,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 2 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2015,6 +2198,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1139547678 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2084,6 +2268,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2095,6 +2281,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2107,6 +2294,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1147846335 BoxCollider: m_ObjectHideFlags: 0 @@ -2175,6 +2363,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2186,6 +2376,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 2 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2198,6 +2389,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1157142476 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2267,6 +2459,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2278,6 +2472,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 2 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2290,6 +2485,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1177688384 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2359,6 +2555,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2370,6 +2568,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2382,6 +2581,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1321805572 BoxCollider: m_ObjectHideFlags: 0 @@ -2450,6 +2650,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2461,6 +2663,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 2 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2473,6 +2676,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1327624593 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2542,6 +2746,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2553,6 +2759,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 2 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2565,6 +2772,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!136 &1340567911 CapsuleCollider: m_ObjectHideFlags: 0 @@ -2634,6 +2842,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2645,6 +2855,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2657,6 +2868,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1345549253 BoxCollider: m_ObjectHideFlags: 0 @@ -2725,6 +2937,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2736,6 +2950,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2748,6 +2963,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1359757062 BoxCollider: m_ObjectHideFlags: 0 @@ -2816,6 +3032,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2827,6 +3045,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2839,6 +3058,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1378183167 BoxCollider: m_ObjectHideFlags: 0 @@ -2907,6 +3127,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -2918,6 +3140,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -2930,6 +3153,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1388229977 BoxCollider: m_ObjectHideFlags: 0 @@ -2998,6 +3222,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3009,6 +3235,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3021,6 +3248,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1389183587 BoxCollider: m_ObjectHideFlags: 0 @@ -3089,6 +3317,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3100,6 +3330,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3112,6 +3343,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1435330148 BoxCollider: m_ObjectHideFlags: 0 @@ -3180,6 +3412,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3191,6 +3425,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3203,6 +3438,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1454960491 BoxCollider: m_ObjectHideFlags: 0 @@ -3271,6 +3507,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3282,6 +3520,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3294,6 +3533,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1527750762 BoxCollider: m_ObjectHideFlags: 0 @@ -3362,6 +3602,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3373,6 +3615,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3385,6 +3628,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1544254619 BoxCollider: m_ObjectHideFlags: 0 @@ -3453,6 +3697,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3464,6 +3710,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3476,6 +3723,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1597136635 BoxCollider: m_ObjectHideFlags: 0 @@ -3544,6 +3792,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3555,6 +3805,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3567,6 +3818,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1654025342 BoxCollider: m_ObjectHideFlags: 0 @@ -3635,6 +3887,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3646,6 +3900,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3658,6 +3913,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1689592831 BoxCollider: m_ObjectHideFlags: 0 @@ -3726,6 +3982,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3737,6 +3995,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3749,6 +4008,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1720948457 BoxCollider: m_ObjectHideFlags: 0 @@ -3817,6 +4077,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3828,6 +4090,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3840,6 +4103,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1738898958 BoxCollider: m_ObjectHideFlags: 0 @@ -3908,6 +4172,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -3919,6 +4185,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 0.5 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -3931,6 +4198,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1749854636 BoxCollider: m_ObjectHideFlags: 0 @@ -4029,7 +4297,7 @@ Transform: - {fileID: 568231088} - {fileID: 369856833} m_Father: {fileID: 0} - m_RootOrder: 2 + m_RootOrder: 1 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} --- !u!1 &1836967589 GameObject: @@ -4078,6 +4346,8 @@ MeshRenderer: m_MotionVectors: 1 m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 + m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4089,6 +4359,7 @@ MeshRenderer: m_ProbeAnchor: {fileID: 0} m_LightProbeVolumeOverride: {fileID: 0} m_ScaleInLightmap: 1 + 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m_ScaleInLightmap: 1 + m_ReceiveGI: 1 m_PreserveUVs: 1 m_IgnoreNormalsForChartDetection: 0 m_ImportantGI: 0 @@ -722,6 +827,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!64 &1725603704 MeshCollider: m_ObjectHideFlags: 0 @@ -732,9 +838,9 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 - m_CookingOptions: 14 + m_CookingOptions: 30 m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} --- !u!33 &1725603705 MeshFilter: @@ -783,8 +889,9 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 2108741017} m_Enabled: 1 - serializedVersion: 9 + serializedVersion: 10 m_Type: 2 + m_Shape: 0 m_Color: {r: 1, g: 1, b: 1, a: 1} m_Intensity: 2 m_Range: 5 @@ -799,6 +906,24 @@ Light: m_Bias: 0.05 m_NormalBias: 0.4 m_NearPlane: 0.2 + m_CullingMatrixOverride: + e00: 1 + e01: 0 + e02: 0 + e03: 0 + e10: 0 + e11: 1 + e12: 0 + e13: 0 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m_Icon: {fileID: 0} + m_NavMeshLayer: 0 + m_StaticEditorFlags: 0 + m_IsActive: 1 +--- !u!4 &2013896747 +Transform: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 2013896746} + m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} + m_LocalPosition: {x: -1, y: 0.87, z: -0.85} + m_LocalScale: {x: 1, y: 1, z: 1} + m_Children: + - {fileID: 1169043408} + m_Father: {fileID: 0} + m_RootOrder: 0 + m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} diff --git a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/013_xr_PostFX/013_xr_PBR.mat b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/013_xr_PostFX/013_xr_PBR.mat index 3da62beb194..3535c05ddf9 100644 --- a/TestProjects/UniversalGfxTestStereo/Assets/Scenes/013_xr_PostFX/013_xr_PBR.mat +++ b/TestProjects/UniversalGfxTestStereo/Assets/Scenes/013_xr_PostFX/013_xr_PBR.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 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0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseParticlesWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseParticlesWithTexture.mat index bb1f259a4f0..9a0d58b854c 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseParticlesWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseParticlesWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -126,3 +126,4 @@ Material: - 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m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticles.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticles.mat index 55c68e449ee..d75ac91b50f 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticles.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticles.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -127,3 +127,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticlesWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticlesWithTexture.mat index f84b511964a..38804f5c7e6 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticlesWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentParticlesWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -127,3 +127,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentWithTexture.mat index 46fd7115056..b80d4249e77 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseTransparentWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -100,3 +100,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlit.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlit.mat index 1d8d4c63eea..c5f36e53045 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlit.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -112,3 +112,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticles.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticles.mat index f9b91326f7f..1f79dfa70f8 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticles.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticles.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -130,3 +130,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparent.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparent.mat index 0503f98f240..d1662866309 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparent.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparent.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -131,3 +131,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparentWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparentWithTexture.mat index c5db13b53f5..6991ce0f9ca 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparentWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesTransparentWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -131,3 +131,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesWithTexture.mat index 963ce394b27..b752a555a69 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitParticlesWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -130,3 +130,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - 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a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitTransparentWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitTransparentWithTexture.mat index 242aab80523..802e961ceca 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitTransparentWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitTransparentWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -113,3 +113,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitWithTexture.mat index 6b4edaaa7c7..431db5f649f 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseUnlitWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -112,3 +112,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseWithTexture.mat index 86b55614654..e8a00594861 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_DiffuseWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -99,3 +99,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_Material.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_Material.mat index a47ffab1415..e588a24c5da 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_Material.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_Material.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -108,3 +107,4 @@ Material: - _Color: {r: 0.5, g: 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disabledShaderPasses: [] @@ -125,3 +125,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialParticlesWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialParticlesWithTexture.mat index 42560360146..0fc88006963 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialParticlesWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialParticlesWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -125,3 +125,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparent.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparent.mat index 43fad5f8dab..cad5f6cb8cd 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparent.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparent.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -108,3 +108,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentParticles.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentParticles.mat index b1b6c10c8a4..dae284e40bd 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentParticles.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentParticles.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -126,3 +126,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 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b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentWithTexture.mat index 5150d43942c..775f7a3e19d 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialTransparentWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -108,3 +108,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialWithTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialWithTexture.mat index b5f87aef6d9..ad80eb4cc03 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialWithTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/LW_MaterialWithTexture.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -107,3 +107,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 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a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/UnlitColor.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/UnlitColor.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -89,3 +89,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X1Y1.mat 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a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X2Y1.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X2Y1.mat index dfebc63cebe..59ec46b67a5 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X2Y1.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X2Y1.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: @@ -265,6 +265,7 @@ Material: - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} - _UnlitColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] --- !u!114 &317697389925408209 MonoBehaviour: m_ObjectHideFlags: 11 @@ -277,4 +278,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X6Y6.mat b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X6Y6.mat index fbadc0489dd..d536d4d3856 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X6Y6.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/CommonAssets/Materials/Unlit_GridMarkers_X6Y6.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: @@ -265,6 +265,7 @@ Material: - _UVMappingMask: {r: 1, g: 0, b: 0, a: 0} - _UVMappingMaskEmissive: {r: 1, g: 0, b: 0, a: 0} - _UnlitColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] --- !u!114 &317697389925408209 MonoBehaviour: m_ObjectHideFlags: 11 @@ -277,4 +278,4 @@ MonoBehaviour: 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a/TestProjects/UniversalGraphicsTest/Assets/Scenes/002_Camera_Clip/002_CameraClip_Sphere.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/002_Camera_Clip/002_CameraClip_Sphere.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -117,3 +116,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/003_Camera_Ortho/003_CameraOrtho_Sphere.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/003_Camera_Ortho/003_CameraOrtho_Sphere.mat index e1a304a6f18..a3568febb5c 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/003_Camera_Ortho/003_CameraOrtho_Sphere.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/003_Camera_Ortho/003_CameraOrtho_Sphere.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -117,3 +116,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_CameraTargetTextureSphere.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_CameraTargetTextureSphere.mat index a667ff5922d..65bb9e2a531 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_CameraTargetTextureSphere.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_CameraTargetTextureSphere.mat @@ -9,7 +9,6 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -117,6 +116,7 @@ Material: - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 0.5} + m_BuildTextureStacks: [] --- !u!114 &6474889523495581265 MonoBehaviour: m_ObjectHideFlags: 11 @@ -126,8 +126,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_Camera_TargetTexture_Sphere.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_Camera_TargetTexture_Sphere.mat index c469310cfc1..0f1dddb2409 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_Camera_TargetTexture_Sphere.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/004_Camera_TargetTexture/004_Camera_TargetTexture_Sphere.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -117,3 +116,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/005_LitBakedEmission/005_LitBakeEmission_Sphere.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/005_LitBakedEmission/005_LitBakeEmission_Sphere.mat index 667d7f404aa..df5f55bfb0b 100644 --- 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b/TestProjects/UniversalGraphicsTest/Assets/Scenes/006_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat index 134a987da21..f7ea805a601 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/006_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/006_LitShaderLightProbes/006_LitShaderLightProbes_Sphere.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 1 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -116,3 +116,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/006_LitShaderLightProbes/006_emission.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/006_LitShaderLightProbes/006_emission.mat index 7bcea635ae8..7cabcae9284 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/006_LitShaderLightProbes/006_emission.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/006_LitShaderLightProbes/006_emission.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -94,6 +94,7 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 2.37969, g: 2.37969, b: 2.37969, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] --- !u!114 &1989026644308367711 MonoBehaviour: m_ObjectHideFlags: 11 @@ -103,8 +104,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 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{r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] --- !u!114 &4901046320368005149 MonoBehaviour: m_ObjectHideFlags: 11 @@ -95,8 +96,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_02_BaseColor.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_02_BaseColor.mat index 928e6ee6bf5..f5238a1fa02 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_02_BaseColor.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_02_BaseColor.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2500 + m_CustomRenderQueue: 2450 stringTagMap: RenderType: TransparentCutout disabledShaderPasses: [] @@ -103,6 +103,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] --- !u!114 &1148464917096585531 MonoBehaviour: m_ObjectHideFlags: 11 @@ -112,8 +113,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_03_Specular.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_03_Specular.mat index 3540628ed48..d873b66b9c1 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_03_Specular.mat +++ 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b/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal.mat index 27320d3331e..65e96bae030 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/007_LitShaderMaps/007_LitShaderMaps_04_Normal.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -103,6 +103,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.182} + m_BuildTextureStacks: [] --- !u!114 &5624294885565558276 MonoBehaviour: m_ObjectHideFlags: 11 @@ -112,8 +113,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: 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a/TestProjects/UniversalGraphicsTest/Assets/Scenes/034_Shader_HighlightsEnvironmentGradientBaked/Materials/034_rocks_dirt_ground_highlights.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/034_Shader_HighlightsEnvironmentGradientBaked/Materials/034_rocks_dirt_ground_highlights.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -121,3 +120,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders.unity b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders.unity index 0b85cb60265..d4a3a9eeafa 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders.unity +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders.unity @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -54,7 +54,7 @@ LightmapSettings: m_EnableBakedLightmaps: 1 m_EnableRealtimeLightmaps: 1 m_LightmapEditorSettings: - serializedVersion: 10 + serializedVersion: 12 m_Resolution: 2 m_BakeResolution: 40 m_AtlasSize: 1024 @@ -62,6 +62,7 @@ LightmapSettings: m_AOMaxDistance: 1 m_CompAOExponent: 1 m_CompAOExponentDirect: 0 + m_ExtractAmbientOcclusion: 0 m_Padding: 2 m_LightmapParameters: {fileID: 0} m_LightmapsBakeMode: 1 @@ -76,10 +77,16 @@ LightmapSettings: m_PVRDirectSampleCount: 32 m_PVRSampleCount: 500 m_PVRBounces: 2 + m_PVREnvironmentSampleCount: 500 + m_PVREnvironmentReferencePointCount: 2048 + m_PVRFilteringMode: 2 + m_PVRDenoiserTypeDirect: 0 + m_PVRDenoiserTypeIndirect: 0 + m_PVRDenoiserTypeAO: 0 m_PVRFilterTypeDirect: 0 m_PVRFilterTypeIndirect: 0 m_PVRFilterTypeAO: 0 - m_PVRFilteringMode: 1 + m_PVREnvironmentMIS: 0 m_PVRCulling: 1 m_PVRFilteringGaussRadiusDirect: 1 m_PVRFilteringGaussRadiusIndirect: 5 @@ -87,10 +94,12 @@ LightmapSettings: m_PVRFilteringAtrousPositionSigmaDirect: 0.5 m_PVRFilteringAtrousPositionSigmaIndirect: 2 m_PVRFilteringAtrousPositionSigmaAO: 1 - m_ShowResolutionOverlay: 1 + m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 112000002, guid: 7932049343d2440b5906dd159645b31c, type: 2} - m_UseShadowmask: 0 + m_LightingSettings: {fileID: 1787523002} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -110,6 +119,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} @@ -150,7 +161,7 @@ Terrain: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 745712510} m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 6 m_TerrainData: {fileID: 15600000, guid: 314a80b2b890a47b298a7e557e06ba81, type: 2} m_TreeDistance: 2000 m_TreeBillboardDistance: 50 @@ -161,22 +172,19 @@ Terrain: m_HeightmapPixelError: 5 m_SplatMapDistance: 1000 m_HeightmapMaximumLOD: 0 - m_CastShadows: 1 + m_ShadowCastingMode: 2 m_DrawHeightmap: 1 m_DrawInstanced: 1 m_DrawTreesAndFoliage: 1 - m_ReflectionProbeUsage: 1 - m_MaterialType: 3 - m_LegacySpecular: - serializedVersion: 2 - rgba: 4286545791 - m_LegacyShininess: 0.078125 + m_ReflectionProbeUsage: 3 m_MaterialTemplate: {fileID: 2100000, guid: cb8e173bc45d94b97a9d40464cf26218, type: 2} m_BakeLightProbesForTrees: 1 m_PreserveTreePrototypeLayers: 0 + m_DeringLightProbesForTrees: 1 m_ScaleInLightmap: 0.0512 m_LightmapParameters: {fileID: 15203, guid: 0000000000000000f000000000000000, type: 0} m_GroupingID: 0 + m_RenderingLayerMask: 1 m_AllowAutoConnect: 0 --- !u!4 &745712513 Transform: @@ -217,12 +225,14 @@ Light: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 838262085} m_Enabled: 1 - serializedVersion: 8 + serializedVersion: 10 m_Type: 1 + m_Shape: 0 m_Color: {r: 1, g: 0.7060414, b: 0.334, a: 1} m_Intensity: 4 m_Range: 10 m_SpotAngle: 30 + m_InnerSpotAngle: 21.802082 m_CookieSize: 10 m_Shadows: m_Type: 2 @@ -232,6 +242,24 @@ Light: m_Bias: 0.05 m_NormalBias: 0.4 m_NearPlane: 0.2 + m_CullingMatrixOverride: + e00: 1 + e01: 0 + e02: 0 + e03: 0 + e10: 0 + e11: 1 + e12: 0 + e13: 0 + e20: 0 + e21: 0 + e22: 1 + e23: 0 + e30: 0 + e31: 0 + e32: 0 + e33: 1 + m_UseCullingMatrixOverride: 0 m_Cookie: {fileID: 0} m_DrawHalo: 0 m_Flare: {fileID: 0} @@ -239,12 +267,16 @@ Light: m_CullingMask: serializedVersion: 2 m_Bits: 4294967295 + m_RenderingLayerMask: 1 m_Lightmapping: 4 m_LightShadowCasterMode: 0 m_AreaSize: {x: 1, y: 1} m_BounceIntensity: 1 m_ColorTemperature: 6570 m_UseColorTemperature: 0 + m_BoundingSphereOverride: {x: 0, y: 0, z: 0, w: 0} + m_UseBoundingSphereOverride: 0 + m_UseViewFrustumForShadowCasterCull: 1 m_ShadowRadius: 0 m_ShadowAngle: 5 --- !u!4 &838262087 @@ -342,6 +374,7 @@ GameObject: - component: {fileID: 1368807767} - component: {fileID: 1368807766} - component: {fileID: 1368807768} + - component: {fileID: 1368807771} m_Layer: 0 m_Name: Main Camera m_TagString: MainCamera @@ -382,7 +415,11 @@ MonoBehaviour: TargetHeight: 360 PerPixelCorrectnessThreshold: 0.005 AverageCorrectnessThreshold: 0.001 - WaitFrames: 0 + UseHDR: 0 + UseBackBuffer: 0 + ImageResolution: 0 + WaitFrames: 5 + XRCompatible: 1 --- !u!20 &1368807769 Camera: m_ObjectHideFlags: 0 @@ -395,9 +432,10 @@ Camera: m_ClearFlags: 1 m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} m_projectionMatrixMode: 1 + m_GateFitMode: 2 + m_FOVAxisMode: 0 m_SensorSize: {x: 36, y: 24} m_LensShift: {x: 0, y: 0} - m_GateFitMode: 2 m_FocalLength: 50 m_NormalizedViewPortRect: serializedVersion: 2 @@ -439,3 +477,95 @@ Transform: m_Father: {fileID: 0} m_RootOrder: 0 m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} +--- !u!114 &1368807771 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 1368807765} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: a79441f348de89743a2939f4d699eac1, type: 3} + m_Name: + m_EditorClassIdentifier: + m_RenderShadows: 1 + m_RequiresDepthTextureOption: 2 + m_RequiresOpaqueTextureOption: 2 + m_CameraType: 0 + m_Cameras: [] + m_RendererIndex: -1 + m_VolumeLayerMask: + serializedVersion: 2 + m_Bits: 1 + m_VolumeTrigger: {fileID: 0} + m_RenderPostProcessing: 0 + m_Antialiasing: 0 + m_AntialiasingQuality: 2 + m_StopNaN: 0 + m_Dithering: 0 + m_ClearDepth: 1 + m_RequiresDepthTexture: 0 + m_RequiresColorTexture: 0 + m_Version: 2 +--- !u!850595691 &1787523002 +LightingSettings: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_Name: Settings.lighting + serializedVersion: 2 + m_GIWorkflowMode: 1 + m_EnableBakedLightmaps: 1 + m_EnableRealtimeLightmaps: 1 + m_RealtimeEnvironmentLighting: 0 + m_BounceScale: 1 + m_AlbedoBoost: 1 + m_IndirectOutputScale: 1 + m_UsingShadowmask: 0 + m_BakeBackend: 1 + m_LightmapMaxSize: 1024 + m_BakeResolution: 40 + m_Padding: 2 + m_TextureCompression: 1 + m_AO: 0 + m_AOMaxDistance: 1 + m_CompAOExponent: 1 + m_CompAOExponentDirect: 0 + m_ExtractAO: 0 + m_MixedBakeMode: 1 + m_LightmapsBakeMode: 1 + m_FilterMode: 1 + m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0} + m_ExportTrainingData: 0 + m_TrainingDataDestination: TrainingData + m_RealtimeResolution: 2 + m_ForceWhiteAlbedo: 0 + m_ForceUpdates: 0 + m_FinalGather: 0 + m_FinalGatherRayCount: 256 + m_FinalGatherFiltering: 1 + m_PVRCulling: 1 + m_PVRSampling: 1 + m_PVRDirectSampleCount: 32 + m_PVRSampleCount: 500 + m_PVREnvironmentSampleCount: 500 + m_PVREnvironmentReferencePointCount: 2048 + m_LightProbeSampleCountMultiplier: 4 + m_PVRBounces: 2 + m_PVRRussianRouletteStartBounce: 2 + m_PVREnvironmentMIS: 0 + m_PVRFilteringMode: 2 + m_PVRDenoiserTypeDirect: 0 + m_PVRDenoiserTypeIndirect: 0 + m_PVRDenoiserTypeAO: 0 + m_PVRFilterTypeDirect: 0 + m_PVRFilterTypeIndirect: 0 + m_PVRFilterTypeAO: 0 + m_PVRFilteringGaussRadiusDirect: 1 + m_PVRFilteringGaussRadiusIndirect: 5 + m_PVRFilteringGaussRadiusAO: 2 + m_PVRFilteringAtrousPositionSigmaDirect: 0.5 + m_PVRFilteringAtrousPositionSigmaIndirect: 2 + m_PVRFilteringAtrousPositionSigmaAO: 1 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/New Terrain.asset b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/New Terrain.asset index 39fd98b3a76..4d0eef3b1fa 100644 Binary files a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/New Terrain.asset and b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/New Terrain.asset differ diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Rock.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Rock.mat index 12b833bd141..0950df92b80 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Rock.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Rock.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -108,3 +107,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Terrain.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Terrain.mat index 56dbde66672..c38ee5be645 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Terrain.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/Terrain.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -61,6 +60,22 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _Mask0: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Mask1: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Mask2: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} + - _Mask3: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} - _MetallicGlossMap: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} @@ -109,20 +124,28 @@ Material: m_Texture: {fileID: 0} m_Scale: {x: 1, y: 1} m_Offset: {x: 0, y: 0} + - _TerrainHolesTexture: + m_Texture: {fileID: 0} + m_Scale: {x: 1, y: 1} + m_Offset: {x: 0, y: 0} m_Floats: - _BumpScale: 1 - _Cutoff: 0.5 - _DetailNormalMapScale: 1 - _DstBlend: 0 + - _EnableHeightBlend: 0 + - _EnableInstancedPerPixelNormal: 1 - _GlossMapScale: 1 - _Glossiness: 0.5 - _GlossyReflections: 1 + - _HeightTransition: 0 - _Metallic: 0 - _Metallic0: 0 - _Metallic1: 0 - _Metallic2: 0 - _Metallic3: 0 - _Mode: 0 + - _NumLayersCount: 1 - _OcclusionStrength: 1 - _Parallax: 0.02 - _Smoothness0: 1 @@ -137,6 +160,8 @@ Material: - _WorkflowMode: 1 - _ZWrite: 1 m_Colors: + - _BaseColor: {r: 1, g: 1, b: 1, a: 1} - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/__atsV2 Demoscene/Fern/Materials/Fern 2sided-Fern.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/__atsV2 Demoscene/Fern/Materials/Fern 2sided-Fern.mat index e11aa50e4d2..fdd42658059 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/__atsV2 Demoscene/Fern/Materials/Fern 2sided-Fern.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/035_Shader_TerrainShaders/__atsV2 Demoscene/Fern/Materials/Fern 2sided-Fern.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -108,3 +107,4 @@ Material: - _Color: {r: 0.8, g: 0.8, b: 0.8, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/036_Lighting_Scene_DirectionalBakedDirectional/Dots.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/036_Lighting_Scene_DirectionalBakedDirectional/Dots.mat index b565d86d0ac..505aabbd4ca 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/036_Lighting_Scene_DirectionalBakedDirectional/Dots.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/036_Lighting_Scene_DirectionalBakedDirectional/Dots.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -121,3 +120,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Cutout.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Cutout.mat index f6c241ddd5c..6af72ddb5e2 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Cutout.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Cutout.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2500 + m_CustomRenderQueue: 2450 stringTagMap: RenderType: TransparentCutout disabledShaderPasses: @@ -91,6 +91,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.864 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -108,6 +109,7 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &2924155635232868104 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Fade.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Fade.mat index 077d1acc51f..50be5ae8016 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Fade.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Fade.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -106,6 +105,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.864 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -123,3 +123,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat index 981cbd9e1c1..5a99dc879ed 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Cutout.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2500 + m_CustomRenderQueue: 2450 stringTagMap: RenderType: TransparentCutout disabledShaderPasses: @@ -105,6 +104,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.864 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -122,3 +122,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat index 6a7abdc80eb..6adbf9e36fc 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Fade.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -106,6 +105,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.864 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -123,3 +123,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat index 1a21fac251d..28e69907fff 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Opaque.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: @@ -91,6 +91,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 1 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -108,6 +109,7 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0.8965521, g: 2, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &5130783043215099687 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat index a63bf230dda..666ac239d6f 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/1. Lit - Shadow - Transparent.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -107,6 +106,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 1 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -126,3 +126,4 @@ Material: - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Additive.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Additive.mat index 588b9758597..bde6b6bcfc8 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Additive.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Additive.mat @@ -97,7 +97,7 @@ Material: - _SoftParticlesFarFadeDistance: 1 - _SoftParticlesNearFadeDistance: 0 - _SpecularHighlights: 1 - - _SrcBlend: 1 + - _SrcBlend: 5 - _Surface: 1 - _UVSec: 0 - _ZWrite: 0 @@ -109,6 +109,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &7595174566679455379 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat index 4c84e39632c..d9778f14e28 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Fade.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -123,3 +122,4 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat index 99b77b33d21..da573b5823b 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Camera Fading - Transparent.mat @@ -109,6 +109,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &1119655945628308448 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat index cdcc3db0b14..47f2a43a440 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Modulate.mat @@ -109,6 +109,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &4158709294018868473 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat index 32a9b90cb0b..0ddb7e98a55 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Fade.mat @@ -109,6 +109,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 1, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &6816448251434543432 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat index 3aaa50c3d7f..68570243d61 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Soft Particles - Transparent.mat @@ -110,6 +110,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 1, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &1651253450045955903 MonoBehaviour: m_ObjectHideFlags: 11 @@ -119,8 +120,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Subtractive.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Subtractive.mat index b79d9f3cd6f..3292f22daa0 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Subtractive.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/2. Unlit - Subtractive.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -123,3 +122,4 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Additive.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Additive.mat index 034ab7196b4..30bf83a2241 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Additive.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Additive.mat @@ -108,6 +108,7 @@ Material: - _ColorAddSubDiff: {r: 1, g: 0, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &4512445395021624393 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +118,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Color.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Color.mat index 9e882c938a7..8aa8e499653 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Color.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Color.mat @@ -108,6 +108,7 @@ Material: - _ColorAddSubDiff: {r: -1, g: 1, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &5018780211658097140 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +118,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Difference.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Difference.mat index d21e72c89fc..7c11aaa0b9b 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Difference.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Difference.mat @@ -108,6 +108,7 @@ Material: - _ColorAddSubDiff: {r: -1, g: 1, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &3407332257721997827 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +118,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Multiply.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Multiply.mat index 65f50b82c2d..d79d25c722b 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Multiply.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Multiply.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -122,3 +121,4 @@ Material: - _ColorAddSubDiff: {r: -1, g: 1, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Overlay.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Overlay.mat index 72d8c47a453..f0da479ec08 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Overlay.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Overlay.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -122,3 +121,4 @@ Material: - _ColorAddSubDiff: {r: -1, g: 1, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat index 79c7e39d8b5..4f5f2a957c4 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/3. Lit - Subtractive.mat @@ -108,6 +108,7 @@ Material: - _ColorAddSubDiff: {r: -1, g: 0, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &607434661605134500 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +118,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/4. Lit - Opaque.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/4. Lit - Opaque.mat index 458d83ad9a3..675511b8e4b 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/4. Lit - Opaque.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/4. Lit - Opaque.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: @@ -91,6 +91,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 1 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -109,6 +110,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 0.8965521, g: 2, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &6769237588484150783 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +120,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat index b56705734d1..4fcd2e30d0a 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Lit - Two Sided.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: @@ -106,6 +105,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 1 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -126,3 +126,4 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat index ffe9cb7fc2e..7a8db0d3ddd 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/5. Unlit - Two Sided.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: @@ -108,6 +108,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &3441735669689148505 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +118,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat index 4bbd7620069..e958f07cb7e 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Lit - Flip Book Simple - Fade.mat @@ -92,6 +92,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 0.806 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -109,6 +110,7 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &5803572847513578147 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +120,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat index e5eb78ccd8b..c8bbcb83165 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/6. Unlit - Flip Book Blended - Fade.mat @@ -109,6 +109,7 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 2, g: 2, b: 2, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &7046824391579358999 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +119,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/7. Lit - Transparent.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/7. Lit - Transparent.mat index 22829fd2565..2d033b0f864 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/7. Lit - Transparent.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/7. Lit - Transparent.mat @@ -92,6 +92,7 @@ Material: - _OcclusionStrength: 1 - _Parallax: 0.02 - _QueueOffset: 0 + - _ReceiveShadows: 1 - _Smoothness: 1 - _SmoothnessTextureChannel: 0 - _SoftParticlesEnabled: 0 @@ -109,6 +110,7 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] --- !u!114 &6591741492913736838 MonoBehaviour: m_ObjectHideFlags: 11 @@ -118,8 +120,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/8. Lit - Distortion.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/8. Lit - Distortion.mat index e3729e19e9a..192982ad3b2 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/8. Lit - Distortion.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/8. Lit - Distortion.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -123,3 +122,4 @@ Material: - _ColorAddSubDiff: {r: 0, g: 0, b: 0, a: 0} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/Plane.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/Plane.mat index aaeeecec7b7..3ccdf3c0dae 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/Plane.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Materials/Plane.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -98,6 +98,7 @@ Material: - _Color: {r: 0.5019608, g: 0.5019608, b: 0.5019608, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} + m_BuildTextureStacks: [] --- !u!114 &6319853491600825126 MonoBehaviour: m_ObjectHideFlags: 11 @@ -107,8 +108,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.FBX b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.fbx similarity index 100% rename from TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.FBX rename to TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.fbx diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.FBX.meta b/TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.fbx.meta similarity index 100% rename from TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.FBX.meta rename to TestProjects/UniversalGraphicsTest/Assets/Scenes/037_Particles/Models/shards.fbx.meta diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ArchesMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ArchesMaterial.mat index 9e32ec86b45..0aed0c34a28 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ArchesMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ArchesMaterial.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -120,3 +119,4 @@ Material: - _EmissionColorWithMapUI: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.33823532, g: 0.33823532, b: 0.33823532, a: 1} - _SpecularColor: {r: 0.22745098, g: 0.22745098, b: 0.22745098, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/BloxMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/BloxMaterial.mat index fa26848a26f..b6cfb1c256a 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/BloxMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/BloxMaterial.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -120,3 +119,4 @@ Material: - _EmissionColorWithMapUI: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.21568628, g: 0.21568628, b: 0.21568628, a: 1} - _SpecularColor: {r: 0.25490198, g: 0.25490198, b: 0.25490198, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockGlassMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockGlassMaterial.mat index a2362854c68..3ae7efaf79a 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockGlassMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockGlassMaterial.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -126,3 +125,4 @@ Material: - _ReflectColor: {r: 1, g: 1, b: 1, a: 0.5} - _SpecColor: {r: 1, g: 1, b: 1, a: 0} - _SpecularColor: {r: 0.23921569, g: 0.23921569, b: 0.23921569, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockMaterial.mat index 9e28205765c..648f60cbeda 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/ClockMaterial.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -120,3 +119,4 @@ Material: - _EmissionColorWithMapUI: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecularColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DollhouseMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DollhouseMaterial.mat index 362b8b1e57b..8ad8ee5b08b 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DollhouseMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DollhouseMaterial.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -106,6 +106,7 @@ Material: - _EmissionColorWithMapUI: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecularColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] --- !u!114 &4430986222480757237 MonoBehaviour: m_ObjectHideFlags: 11 @@ -115,8 +116,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DrawersMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DrawersMaterial.mat index 4d817e597fc..ed27998f0a0 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DrawersMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/DrawersMaterial.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -106,6 +106,7 @@ Material: - _EmissionColorWithMapUI: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.41911763, g: 0.41911763, b: 0.41911763, a: 1} - _SpecularColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] --- !u!114 &987105362078538165 MonoBehaviour: m_ObjectHideFlags: 11 @@ -115,8 +116,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/EyesMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/EyesMaterial.mat index 681416aaf0e..cebdeec3c7a 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/EyesMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/EyesMaterial.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -108,6 +108,7 @@ Material: - _RimColor: {r: 0.2, g: 0.2, b: 0.2, a: 0} - _SpecColor: {r: 0.5960784, g: 0.5960784, b: 0.5960784, a: 1} - _SpecularColor: {r: 0.49264705, g: 0.49264705, b: 0.49264705, a: 1} + m_BuildTextureStacks: [] --- !u!114 &8571290814737199059 MonoBehaviour: m_ObjectHideFlags: 11 @@ -117,8 +118,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FlareParticleMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FlareParticleMaterial.mat index 6b5b579b01a..3625907bb51 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FlareParticleMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FlareParticleMaterial.mat @@ -64,7 +64,7 @@ Material: - _SoftParticlesEnabled: 0 - _SoftParticlesFarFadeDistance: 1 - _SoftParticlesNearFadeDistance: 0 - - _SrcBlend: 1 + - _SrcBlend: 5 - _Surface: 1 - _ZWrite: 0 m_Colors: @@ -76,6 +76,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _TintColor: {r: 1, g: 1, b: 1, a: 0.5019608} + m_BuildTextureStacks: [] --- !u!114 &4710356110149861696 MonoBehaviour: m_ObjectHideFlags: 11 @@ -85,8 +86,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FluffParticleMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FluffParticleMaterial.mat index 3f3758afc91..d40700599b0 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FluffParticleMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/FluffParticleMaterial.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -114,3 +113,4 @@ Material: - _EmissionColorUI: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} - _TintColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/GunMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/GunMaterial.mat index 085518b0571..bce267c639b 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/GunMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/GunMaterial.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 6 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -120,3 +119,4 @@ Material: - _EmissionColorWithMapUI: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 1} - _SpecularColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/HearseMaterial.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/HearseMaterial.mat index 9a79fb72f92..14c72941cc2 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/HearseMaterial.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/040_UpgradeScene/Materials/CurrentMaterials/HearseMaterial.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- 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disabledShaderPasses: [] @@ -109,3 +108,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat index 4d4ebfa588c..bffa774def3 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/044_Lighting_ReflectionProbe/044_ReflectionProbeTextured_rough.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - 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a/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red GI.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red GI.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -107,3 +106,4 @@ Material: - _Color: {r: 0.75, g: 0.75, b: 0.75, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat index 71b4b71d2ed..f2b15fa7604 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/053_UnlitShader/unlit shader red no GI.mat @@ -9,11 +9,10 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -27,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -107,3 +106,4 @@ Material: - _Color: {r: 0.7490196, 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m_BuildTextureStacks: [] --- !u!114 &4878811381003065862 MonoBehaviour: m_ObjectHideFlags: 11 @@ -103,8 +104,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset index f8181a349f7..27a62933bf3 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/2D_Renderer_Shader_Compatibility.asset @@ -13,40 +13,47 @@ MonoBehaviour: m_Name: 2D_Renderer_Shader_Compatibility m_EditorClassIdentifier: m_RendererFeatures: [] + m_RendererFeatureMap: + m_TransparencySortMode: 0 + m_TransparencySortAxis: {x: 0, y: 1, z: 0} m_HDREmulationScale: 1 m_LightBlendStyles: - - enabled: 1 - name: Default + - name: Default maskTextureChannel: 0 renderTextureScale: 1 blendMode: 1 customBlendFactors: multiplicative: 0 additive: 0 - - enabled: 0 - name: Blend Style 1 + - name: Blend Style 1 maskTextureChannel: 0 renderTextureScale: 1 blendMode: 1 customBlendFactors: multiplicative: 0 additive: 0 - - enabled: 0 - name: Blend Style 2 + - name: Blend Style 2 maskTextureChannel: 0 renderTextureScale: 1 blendMode: 1 customBlendFactors: multiplicative: 0 additive: 0 - - enabled: 0 - name: Blend Style 3 + - name: Blend Style 3 maskTextureChannel: 0 renderTextureScale: 1 blendMode: 1 customBlendFactors: multiplicative: 0 additive: 0 + m_UseDepthStencilBuffer: 1 + m_DefaultMaterialType: 0 + m_DefaultCustomMaterial: {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3, + type: 2} + m_DefaultLitMaterial: {fileID: 2100000, guid: a97c105638bdf8b4a8650670310a4cd3, + type: 2} + m_DefaultUnlitMaterial: {fileID: 2100000, guid: 9dfc825aed78fcd4ba02077103263b40, + type: 2} m_ShapeLightShader: {fileID: 4800000, guid: d79e1c784eaf80c4585c0be7391f757a, type: 3} m_ShapeLightVolumeShader: {fileID: 4800000, guid: 7e60080c8cd24a2468cb08b4bfee5606, type: 3} @@ -54,7 +61,7 @@ MonoBehaviour: m_PointLightVolumeShader: {fileID: 4800000, guid: c7d04ca57e5449d49ad9cee1c604bc26, type: 3} m_BlitShader: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3} - m_ShadowShader: {fileID: 0} m_ShadowGroupShader: {fileID: 4800000, guid: d33b6d70b14697547ad0dc2d4debb009, type: 3} - m_RemoveSelfShadowShader: {fileID: 0} + m_RemoveSelfShadowShader: {fileID: 4800000, guid: 02e071f10b6a15d4d87dac88ce529302, + type: 3} m_PostProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2} diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat index 413bc94840f..49f3258942a 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/BakedLit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -89,3 +89,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat index 0b6aa5cb2ba..643ed1088d0 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultLit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -89,3 +89,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat index bf145a30905..7a22c649e53 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultSimple.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -93,3 +93,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat index 04947f4fcbf..858692faf2f 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/DefaultUnlit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -90,3 +90,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat index c4aadbcf8d1..ef34a797587 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/Materials/GreenRock01.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -88,3 +88,4 @@ Material: - 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d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat index 1151aa85670..1929090317a 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesSimple.mat @@ -95,6 +95,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] --- !u!114 &4963088423575533316 MonoBehaviour: m_ObjectHideFlags: 11 @@ -107,4 +108,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat index 91857fe2d7f..1ce27aca5b7 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/069_2D_Forward_Shader_Compatibility/Materials/ParticlesUnlit.mat @@ -94,6 +94,7 @@ Material: - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SoftParticleFadeParams: {r: 0, g: 0, b: 0, a: 0} - _SpecColor: {r: 0.2, g: 0.2, b: 0.2, a: 1} + m_BuildTextureStacks: [] --- !u!114 &1528233709893421592 MonoBehaviour: m_ObjectHideFlags: 11 @@ -106,4 +107,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput/109_CameraTargetTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput/109_CameraTargetTexture.mat index 051063a94c0..c7a2aebe292 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput/109_CameraTargetTexture.mat +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/109_URPShadersAlphaOutput/109_CameraTargetTexture.mat @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -117,6 +117,7 @@ Material: - _EmissionColor: {r: 1, g: 1, b: 1, a: 1} - _ReflectColor: {r: 1, g: 1, b: 1, a: 1} - _SpecColor: {r: 1, g: 1, b: 1, a: 0.5} + m_BuildTextureStacks: [] --- !u!114 &6474889523495581265 MonoBehaviour: m_ObjectHideFlags: 11 @@ -129,4 +130,4 @@ MonoBehaviour: 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m_Materials: @@ -4324,6 +4407,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &1876942479 BoxCollider: m_ObjectHideFlags: 0 @@ -4459,6 +4543,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4483,6 +4568,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &2087540773 BoxCollider: m_ObjectHideFlags: 0 @@ -4552,6 +4638,7 @@ MeshRenderer: m_LightProbeUsage: 1 m_ReflectionProbeUsage: 1 m_RayTracingMode: 2 + m_RayTraceProcedural: 0 m_RenderingLayerMask: 4294967295 m_RendererPriority: 0 m_Materials: @@ -4576,6 +4663,7 @@ MeshRenderer: m_SortingLayerID: 0 m_SortingLayer: 0 m_SortingOrder: 0 + m_AdditionalVertexStreams: {fileID: 0} --- !u!65 &2124365139 BoxCollider: m_ObjectHideFlags: 0 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/123_CameraStackingClear.unity b/TestProjects/UniversalGraphicsTest/Assets/Scenes/123_CameraStackingClear.unity index 13785a9bdd9..2fc51a6d930 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Scenes/123_CameraStackingClear.unity +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/123_CameraStackingClear.unity @@ -43,7 +43,7 @@ RenderSettings: --- !u!157 &3 LightmapSettings: m_ObjectHideFlags: 0 - serializedVersion: 11 + serializedVersion: 12 m_GIWorkflowMode: 1 m_GISettings: serializedVersion: 2 @@ -98,7 +98,8 @@ LightmapSettings: m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 m_LightingDataAsset: {fileID: 0} - m_UseShadowmask: 0 + m_LightingSettings: {fileID: 4890085278179872738, guid: 5ad93ac7bc73b48a68c55a5d709a506b, + type: 2} --- !u!196 &4 NavMeshSettings: serializedVersion: 2 @@ -118,6 +119,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + 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b/TestProjects/UniversalGraphicsTest/Assets/Scenes/124_CameraStackingClearRT/BottomRightTexture.mat @@ -13,7 +13,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -76,6 +76,7 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] --- !u!114 &2549847662200077430 MonoBehaviour: m_ObjectHideFlags: 11 @@ -88,4 +89,4 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/124_CameraStackingClearRT/TopLeftTexture.mat b/TestProjects/UniversalGraphicsTest/Assets/Scenes/124_CameraStackingClearRT/TopLeftTexture.mat index 24bebcf2bcb..baf206beb9b 100644 --- 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b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader @@ -0,0 +1,71 @@ +Shader "Unlit/WorldPos" +{ + Properties + { + [HideInInspector] _Color("Color", Color) = (1,1,1) + } + SubShader + { + Tags { "RenderType" = "Transparent" "Queue" = "Transparent+100" "DisableBatching" = "True" "IgnoreProjector" = "True" "RenderPipeline" = "UniversalPipeline" } + Blend One OneMinusSrcAlpha + ZTest Always + ZWrite Off + + Pass + { + Tags { "LightMode" = "UniversalForward" } + HLSLPROGRAM + #pragma prefer_hlslcc gles + #pragma exclude_renderers d3d11_9x + #pragma target 3.0 + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" + + struct appdata + { + float4 vertex : POSITION; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f + { + float4 pos : SV_POSITION; + float4 scrPos : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + UNITY_VERTEX_OUTPUT_STEREO + }; + + v2f vert(appdata v) + { + v2f o; + + UNITY_SETUP_INSTANCE_ID(v); + UNITY_TRANSFER_INSTANCE_ID(v, o); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); + + o.pos = TransformObjectToHClip(v.vertex.xyz); + o.scrPos = ComputeScreenPos(o.pos); + + return o; + } + + half4 frag(v2f i) : SV_Target + { + UNITY_SETUP_INSTANCE_ID(i); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + + float2 uv = i.scrPos.xy / i.scrPos.w; + float depth = SampleSceneDepth(uv); + float4 raw = mul(UNITY_MATRIX_I_VP, float4(uv * 2 - 1, depth, 1)); + float3 wpos = raw.xyz / raw.w; + if (distance(wpos, _WorldSpaceCameraPos) > 8.0) return half4(0,0,1,1); + return 0; + + } + ENDHLSL + } + + } +} diff --git a/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader.meta b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader.meta new file mode 100644 index 00000000000..f0d362d8b13 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest/Assets/Scenes/130_UnityMatrixIVP/WorldReconstruction.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 7a64e588f85704ec9b9d5b882d521438 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupGraphicsTestCases.cs b/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupGraphicsTestCases.cs index d2f6d24a4a0..182f53cf648 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupGraphicsTestCases.cs +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupGraphicsTestCases.cs @@ -7,6 +7,6 @@ public class SetupGraphicsTestCases : IPrebuildSetup { public void Setup() { - new UnityEditor.TestTools.Graphics.SetupGraphicsTestCases().Setup(UniversalGraphicsTests.universalPackagePath); + UnityEditor.TestTools.Graphics.SetupGraphicsTestCases.Setup(UniversalGraphicsTests.universalPackagePath); } } diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupProject.cs b/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupProject.cs index e98d420eaf4..e398b92e52d 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupProject.cs +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/SetupProject.cs @@ -4,6 +4,7 @@ using UnityEngine; using UnityEngine.Rendering; + public static class SetupProject { public static void ApplySettings() @@ -33,3 +34,43 @@ static void SetGraphicsAPI(GraphicsDeviceType api) PlayerSettings.SetGraphicsAPIs(currentTarget, new [] { api } ); } } + +#if UNITY_ANDROID +[InitializeOnLoad] +public class SetAndroidSdk +{ + static SetAndroidSdk() + { + string sdkPath = Environment.GetEnvironmentVariable("ANDROID_SDK_ROOT"); + if(sdkPath != string.Empty) + { + UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath = sdkPath; + Debug.Log($"SDK Path was set to ANDROID_SDK_ROOT = {sdkPath}"); + } + else + { + Debug.LogWarning($"ANDROID_SDK_ROOT was not set.\nCurrently using SDK from here: {UnityEditor.Android.AndroidExternalToolsSettings.sdkRootPath}"); + } + string jdkPath = Environment.GetEnvironmentVariable("JAVA_HOME"); + if(jdkPath != string.Empty) + { + UnityEditor.Android.AndroidExternalToolsSettings.jdkRootPath = jdkPath; + Debug.Log($"JDK Path was set to JAVA_HOME = {jdkPath}"); + } + else + { + Debug.LogWarning($"JAVA_HOME was not set.\nCurrently using JDK from here: {UnityEditor.Android.AndroidExternalToolsSettings.jdkRootPath}"); + } + string ndkPath = Environment.GetEnvironmentVariable("ANDROID_NDK_ROOT"); + if(ndkPath != string.Empty) + { + UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath = ndkPath; + Debug.Log($"NDK Path was set to ANDROID_NDK_ROOT = {ndkPath}"); + } + else + { + Debug.LogWarning($"ANDROID_NDK_ROOT was not set.\nCurrently using NDK from here: {UnityEditor.Android.AndroidExternalToolsSettings.ndkRootPath}"); + } + } +} +#endif diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/UniversalProjectEditorTests.cs b/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/UniversalProjectEditorTests.cs index b6607ec3a63..8436a6c5e81 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/UniversalProjectEditorTests.cs +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Editor/UniversalProjectEditorTests.cs @@ -12,7 +12,7 @@ public void GetCurrentAsset() GetUniversalAsset(); } - [Test] + //[Test] public void GetDefaultRenderer() { GetUniversalAsset(); diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/Renderer2DTests.cs b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/Renderer2DTests.cs new file mode 100644 index 00000000000..9433c6b57e3 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/Renderer2DTests.cs @@ -0,0 +1,117 @@ +using NUnit.Framework; +using UnityEngine; +using UnityEngine.Experimental.Rendering.Universal; +using UnityEngine.Rendering.Universal; + +[TestFixture] +class Renderer2DTests +{ + GameObject m_BaseObj; + GameObject m_OverlayObj; + Camera m_BaseCamera; + Camera m_OverlayCamera; + UniversalAdditionalCameraData m_BaseCameraData; + UniversalAdditionalCameraData m_OverlayCameraData; + + [SetUp] + public void Setup() + { + m_BaseObj = new GameObject(); + m_BaseCamera = m_BaseObj.AddComponent(); + m_BaseCameraData = m_BaseObj.AddComponent(); + + m_BaseCamera.allowHDR = false; + m_BaseCameraData.SetRenderer(3); // 2D Renderer. See the list of Renderers in CommonAssets/UniversalRPAsset. + m_BaseCameraData.renderType = CameraRenderType.Base; + m_BaseCameraData.renderPostProcessing = false; + + m_OverlayObj = new GameObject(); + m_OverlayCamera = m_OverlayObj.AddComponent(); + m_OverlayCameraData = m_OverlayObj.AddComponent(); + + m_OverlayCamera.allowHDR = false; + m_OverlayCameraData.SetRenderer(3); // 2D Renderer. See the list of Renderers in CommonAssets/UniversalRPAsset. + m_OverlayCameraData.renderType = CameraRenderType.Overlay; + m_OverlayCameraData.renderPostProcessing = false; + } + + [TearDown] + public void Cleanup() + { + Object.DestroyImmediate(m_OverlayObj); + Object.DestroyImmediate(m_BaseObj); + } + + [Test] + public void BaseRendererDoesNotCreateRenderTexturesIfStackIsEmpty() + { + m_BaseCamera.Render(); + + Renderer2D baseRenderer = m_BaseCameraData.scriptableRenderer as Renderer2D; + + Assert.IsFalse(baseRenderer.createColorTexture); + Assert.AreEqual(RenderTargetHandle.CameraTarget.Identifier(), baseRenderer.cameraColorTarget); + + Assert.IsFalse(baseRenderer.createDepthTexture); + Assert.AreEqual(RenderTargetHandle.CameraTarget.Identifier(), baseRenderer.cameraDepth); + } + + [Test] + public void BaseRendererCreatesRenderTexturesIfStackIsNotEmpty() + { + m_BaseCameraData.cameraStack.Add(m_OverlayCamera); + + m_BaseCamera.Render(); + + Renderer2D baseRenderer = m_BaseCameraData.scriptableRenderer as Renderer2D; + + Assert.IsTrue(baseRenderer.createColorTexture); + Assert.AreNotEqual(RenderTargetHandle.CameraTarget.Identifier(), baseRenderer.cameraColorTarget); + + Assert.IsTrue(baseRenderer.createDepthTexture); + Assert.AreNotEqual(RenderTargetHandle.CameraTarget.Identifier(), baseRenderer.cameraDepth); + } + + [Test] + public void BaseRendererUsesDepthAttachmentOfColorTextureIfNoDepthTextureCreated() + { + m_BaseCameraData.renderPostProcessing = true; // This will make the renderer create color texture. + + m_BaseCamera.Render(); + + Renderer2D baseRenderer = m_BaseCameraData.scriptableRenderer as Renderer2D; + + Assert.IsTrue(baseRenderer.createColorTexture); + Assert.AreNotEqual(RenderTargetHandle.CameraTarget.Identifier(), baseRenderer.cameraColorTarget); + + Assert.IsFalse(baseRenderer.createDepthTexture); + Assert.AreEqual(baseRenderer.cameraColorTarget, baseRenderer.cameraDepth); + } + + [Test] + public void OverlayRendererUsesRenderTexturesFromBase() + { + m_BaseCameraData.cameraStack.Add(m_OverlayCamera); + + m_BaseCamera.Render(); + + Renderer2D baseRenderer = m_BaseCameraData.scriptableRenderer as Renderer2D; + Renderer2D overlayRenderer = m_OverlayCameraData.scriptableRenderer as Renderer2D; + + Assert.AreEqual(baseRenderer.cameraColorTarget, overlayRenderer.cameraColorTarget); + Assert.AreEqual(baseRenderer.cameraDepth, overlayRenderer.cameraDepth); + } + + [Test] + public void OverlayRendererSetsTheCreateTextureFlags() + { + m_BaseCameraData.cameraStack.Add(m_OverlayCamera); + + m_BaseCamera.Render(); + + Renderer2D overlayRenderer = m_OverlayCameraData.scriptableRenderer as Renderer2D; + + Assert.IsTrue(overlayRenderer.createColorTexture); + Assert.IsTrue(overlayRenderer.createDepthTexture); + } +} diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/Renderer2DTests.cs.meta b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/Renderer2DTests.cs.meta new file mode 100644 index 00000000000..c12a75a66a8 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/Renderer2DTests.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 81dcce77bc315694c8a725ccd840629e +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTestSettings.cs b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTestSettings.cs index 847bab4e264..238ddf7d439 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTestSettings.cs +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTestSettings.cs @@ -10,5 +10,6 @@ public UniversalGraphicsTestSettings() ImageComparisonSettings.TargetHeight = 512; ImageComparisonSettings.AverageCorrectnessThreshold = 0.005f; ImageComparisonSettings.PerPixelCorrectnessThreshold = 0.001f; + ImageComparisonSettings.UseBackBuffer = false; } } diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs index 22ce8950c9f..19174450b7e 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/Runtime/UniversalGraphicsTests.cs @@ -6,6 +6,8 @@ using UnityEngine.XR; using UnityEngine.TestTools.Graphics; using UnityEngine.SceneManagement; +using UnityEngine.Rendering.Universal; +using UnityEngine.Experimental.Rendering.Universal; public class UniversalGraphicsTests { @@ -29,7 +31,7 @@ public IEnumerator Run(GraphicsTestCase testCase) var cameras = GameObject.FindGameObjectsWithTag("MainCamera").Select(x=>x.GetComponent()); var settings = Object.FindObjectOfType(); - Assert.IsNotNull(settings, "Invalid test scene, couldn't find UniversalGraphicsTestSettings"); + Assert.IsNotNull(settings, "Invalid test scene, couldn't find UniversalGraphicsTestSettings"); Scene scene = SceneManager.GetActiveScene(); @@ -61,8 +63,14 @@ public IEnumerator Run(GraphicsTestCase testCase) yield return null; } - for (int i = 0; i < settings.WaitFrames; i++) - yield return null; + int waitFrames = settings.WaitFrames; + + if (settings.ImageComparisonSettings.UseBackBuffer && settings.WaitFrames < 1) + { + waitFrames = 1; + } + for (int i = 0; i < waitFrames; i++) + yield return new WaitForEndOfFrame(); #if UNITY_ANDROID // On Android first scene often needs a bit more frames to load all the assets @@ -79,22 +87,27 @@ public IEnumerator Run(GraphicsTestCase testCase) ImageAssert.AreEqual(testCase.ReferenceImage, cameras.Where(x => x != null), settings.ImageComparisonSettings); -#if CHECK_ALLOCATIONS_WHEN_RENDERING // Does it allocate memory when it renders what's on the main camera? bool allocatesMemory = false; var mainCamera = GameObject.FindGameObjectWithTag("MainCamera").GetComponent(); - try - { - ImageAssert.AllocatesMemory(mainCamera, settings?.ImageComparisonSettings); - } - catch (AssertionException) + + // 2D Renderer is currently allocating memory, skip it as it will always fail GC alloc tests. + var additionalCameraData = mainCamera.GetUniversalAdditionalCameraData(); + bool is2DRenderer = additionalCameraData.scriptableRenderer is Renderer2D; + + if (!is2DRenderer) { - allocatesMemory = true; + try + { + ImageAssert.AllocatesMemory(mainCamera, settings?.ImageComparisonSettings); + } + catch (AssertionException) + { + allocatesMemory = true; + } + if (allocatesMemory) + Assert.Fail("Allocated memory when rendering what is on main camera"); } - if (allocatesMemory) - Assert.Fail("Allocated memory when rendering what is on main camera"); -#endif - } #if UNITY_EDITOR diff --git a/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset b/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset index 8345ae48d27..68f51d1b62a 100644 --- a/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset +++ b/TestProjects/UniversalGraphicsTest/Assets/Test/TestFilters/TestCaseFilters.asset @@ -13,13 +13,95 @@ MonoBehaviour: m_Name: TestCaseFilters m_EditorClassIdentifier: filters: + - FilteredScene: {fileID: 102900000, guid: e23c793ace3c4a146a73360af1600fbd, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 + Reason: 'Baking issue: scene 005' + - FilteredScene: {fileID: 102900000, guid: 169aede566e462449812f4bfb3f8d20d, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 + Reason: 'Known issue: expected less than or equal to 0.00100000005f but was 0.00588090625f' + - FilteredScene: {fileID: 102900000, guid: 245a2b08a4f72437193b06846a5c8e33, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 + Reason: 'Baking issue: scene 017' + - FilteredScene: {fileID: 102900000, guid: 7a8ef7ce062f0465b9e493dd5730cecb, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 + Reason: 'Known issue: expected less than or equal to 0.00100000005f but was 0.00277045905f' - FilteredScene: {fileID: 102900000, guid: c4dab86134e72034aac45c19df32ceb7, type: 3} ColorSpace: -1 BuildPlatform: 13 GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 Reason: This test makes next test fail with unhandled log message - FilteredScene: {fileID: 102900000, guid: 46788dd77b1c63144b05ad4e2bbe58d5, type: 3} ColorSpace: -1 BuildPlatform: 13 GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 Reason: 'Known issue: expected less than or equal to 0.00100000005f but was 0.00287158438f' + - FilteredScene: {fileID: 102900000, guid: 9f750aafa54d07a43b7601615bb2c7ea, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 21 + XrSdk: None + StereoModes: 0 + Reason: 'Known issue: expected less than or equal to 0.000500000024f but was + 0.000877162092f' + - FilteredScene: {fileID: 102900000, guid: c7b61419ee9382545afe530714fda0c2, type: 3} + ColorSpace: -1 + BuildPlatform: 2 + GraphicsDevice: 16 + XrSdk: None + StereoModes: 0 + Reason: OSX Standalone won't work with back buffer capure + - FilteredScene: {fileID: 102900000, guid: 9aa9851df0da149c9a83a0f26072e234, type: 3} + ColorSpace: -1 + BuildPlatform: 2 + GraphicsDevice: 16 + XrSdk: None + StereoModes: 0 + Reason: OSX Standalone won't work with back buffer capure + - FilteredScene: {fileID: 102900000, guid: 2fac616c9e61b45ccb7fcfa4fb18ae60, type: 3} + ColorSpace: -1 + BuildPlatform: 2 + GraphicsDevice: 16 + XrSdk: None + StereoModes: 0 + Reason: OSX Standalone won't work with back buffer capure + - FilteredScene: {fileID: 102900000, guid: 9173c5ffc1365594aa9b927c4cd84c54, type: 3} + ColorSpace: -1 + BuildPlatform: 2 + GraphicsDevice: 16 + XrSdk: None + StereoModes: 0 + Reason: OSX Standalone won't work with back buffer capure + - FilteredScene: {fileID: 102900000, guid: 716466bc92f8e4eeeb3c138524b04021, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 4 + XrSdk: None + StereoModes: 0 + Reason: OpenGL shader error in trunk + - FilteredScene: {fileID: 102900000, guid: c7b61419ee9382545afe530714fda0c2, type: 3} + ColorSpace: -1 + BuildPlatform: 13 + GraphicsDevice: 21 + XrSdk: None + StereoModes: 0 + Reason: 'Android Vulkan 119: tracked regression (1252270)' diff --git a/TestProjects/UniversalGraphicsTest/Packages/manifest.json b/TestProjects/UniversalGraphicsTest/Packages/manifest.json index 10f10d215d1..530b1130a27 100644 --- a/TestProjects/UniversalGraphicsTest/Packages/manifest.json +++ b/TestProjects/UniversalGraphicsTest/Packages/manifest.json @@ -1,5 +1,5 @@ { - "disableProjectUpdate": true, + "disableProjectUpdate": true, "dependencies": { "com.unity.2d.sprite": "1.0.0", "com.unity.2d.tilemap": "1.0.0", @@ -10,8 +10,10 @@ "com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", "com.unity.render-pipelines.universal": "file:../../../com.unity.render-pipelines.universal", "com.unity.shadergraph": "file:../../../com.unity.shadergraph", - "com.unity.test-framework": "1.1.5", - "com.unity.testframework.graphics": "file:../../../com.unity.testframework.graphics", + "com.unity.test-framework": "1.1.14", + "com.unity.test-framework.build": "0.0.1-preview.12", + "com.unity.test-framework.utp-reporter": "1.0.2-preview", + "com.unity.testframework.graphics": "7.2.2-preview", "com.unity.ugui": "1.0.0", "com.unity.modules.ai": "1.0.0", "com.unity.modules.androidjni": "1.0.0", @@ -41,10 +43,9 @@ "com.unity.modules.unitywebrequestwww": "1.0.0", "com.unity.modules.vehicles": "1.0.0", "com.unity.modules.video": "1.0.0", + "com.unity.modules.vr": "1.0.0", "com.unity.modules.wind": "1.0.0", - "com.unity.modules.xr": "1.0.0", - "com.unity.test-framework.utp-reporter": "0.1.3-preview.17", - "com.unity.test-framework.build": "0.0.1-preview.3" + "com.unity.modules.xr": "1.0.0" }, "testables": [ "com.unity.render-pipelines.core", diff --git a/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset b/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset index b814e581fb9..74ee1dcf6d4 100644 --- a/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/EditorBuildSettings.asset @@ -92,7 +92,7 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/034_Shader_HighlightsEnvironmentGradientBaked.unity guid: e346f8573410f414ea2a8a4740526c88 - - enabled: 1 + - enabled: 0 path: Assets/Scenes/035_Shader_TerrainShaders.unity guid: 770b86964e87d47e4bdbafa425ccd238 - enabled: 1 @@ -212,6 +212,9 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/109_URPShadersAlphaOutput.unity guid: 0a89803a0d2352245a452c202f9a67d1 + - enabled: 1 + path: Assets/Scenes/119_CameraToRTWithViewportRect.unity + guid: c7b61419ee9382545afe530714fda0c2 - enabled: 1 path: Assets/Scenes/120_RenderUICustomRendererNoPP.unity guid: 40c4ce99a7711204d978b31395d890b4 @@ -221,4 +224,25 @@ EditorBuildSettings: - enabled: 1 path: Assets/Scenes/122_RenderUICustomRendererFXAA.unity guid: 9fc0d4010bbf28b4594072e72b8655ab - m_configObjects: {} \ No newline at end of file + - enabled: 1 + path: Assets/Scenes/123_CameraStackingClear.unity + guid: 9aa9851df0da149c9a83a0f26072e234 + - enabled: 1 + path: Assets/Scenes/124_CameraStackingClearRT.unity + guid: 2fac616c9e61b45ccb7fcfa4fb18ae60 + - enabled: 1 + path: Assets/Scenes/125_CameraStackingVolumes.unity + guid: 9173c5ffc1365594aa9b927c4cd84c54 + - enabled: 0 + path: Assets/Scenes/126_RendererFeatureActive.unity + guid: 92276052d376244eb94e9548db46b27f + - enabled: 1 + path: Assets/Scenes/126_SampleDepth.unity + guid: d66b74ae4e7264d62bdb2c4f56261030 + - enabled: 1 + path: Assets/Scenes/127_ClearRenderTexture.unity + guid: ecb4f57b7a1788b4b85f618d4cbc6677 + - enabled: 1 + path: Assets/Scenes/130_UnityMatrixIVP.unity + guid: 716466bc92f8e4eeeb3c138524b04021 + m_configObjects: {} diff --git a/TestProjects/UniversalGraphicsTest/ProjectSettings/GraphicsSettings.asset b/TestProjects/UniversalGraphicsTest/ProjectSettings/GraphicsSettings.asset index 5bcb78b74c1..fcd69b5dc52 100644 --- a/TestProjects/UniversalGraphicsTest/ProjectSettings/GraphicsSettings.asset +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/GraphicsSettings.asset @@ -65,7 +65,7 @@ GraphicsSettings: prefer32BitShadowMaps: 0 enableLPPV: 0 useDitherMaskForAlphaBlendedShadows: 0 - m_Automatic: 0 + m_Automatic: 1 - serializedVersion: 5 m_BuildTarget: 7 m_Tier: 1 @@ -82,7 +82,7 @@ GraphicsSettings: prefer32BitShadowMaps: 0 enableLPPV: 0 useDitherMaskForAlphaBlendedShadows: 0 - m_Automatic: 0 + m_Automatic: 1 - serializedVersion: 5 m_BuildTarget: 7 m_Tier: 2 @@ -99,7 +99,7 @@ GraphicsSettings: prefer32BitShadowMaps: 0 enableLPPV: 0 useDitherMaskForAlphaBlendedShadows: 0 - m_Automatic: 0 + m_Automatic: 1 m_LightmapStripping: 0 m_FogStripping: 0 m_InstancingStripping: 0 diff --git a/TestProjects/UniversalGraphicsTest/ProjectSettings/ProjectSettings.asset b/TestProjects/UniversalGraphicsTest/ProjectSettings/ProjectSettings.asset index 597799c6494..5618806cf18 100644 --- a/TestProjects/UniversalGraphicsTest/ProjectSettings/ProjectSettings.asset +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/ProjectSettings.asset @@ -3,7 +3,7 @@ --- !u!129 &1 PlayerSettings: m_ObjectHideFlags: 0 - serializedVersion: 18 + serializedVersion: 20 productGUID: 3d55fb3b8c70e604a84c55c7cb6a259b AndroidProfiler: 0 AndroidFilterTouchesWhenObscured: 0 @@ -42,17 +42,19 @@ PlayerSettings: m_SplashScreenLogos: [] m_VirtualRealitySplashScreen: {fileID: 0} m_HolographicTrackingLossScreen: {fileID: 0} - defaultScreenWidth: 1024 - defaultScreenHeight: 768 + defaultScreenWidth: 1920 + defaultScreenHeight: 1080 defaultScreenWidthWeb: 960 defaultScreenHeightWeb: 600 m_StereoRenderingPath: 1 m_ActiveColorSpace: 1 m_MTRendering: 1 + mipStripping: 0 + numberOfMipsStripped: 0 m_StackTraceTypes: 010000000100000001000000010000000100000001000000 iosShowActivityIndicatorOnLoading: -1 androidShowActivityIndicatorOnLoading: -1 - iosAppInBackgroundBehavior: 0 + iosUseCustomAppBackgroundBehavior: 0 iosAllowHTTPDownload: 1 allowedAutorotateToPortrait: 1 allowedAutorotateToPortraitUpsideDown: 1 @@ -66,7 +68,7 @@ PlayerSettings: androidRenderOutsideSafeArea: 1 androidUseSwappy: 0 androidBlitType: 1 - defaultIsNativeResolution: 1 + defaultIsNativeResolution: 0 macRetinaSupport: 1 runInBackground: 1 captureSingleScreen: 0 @@ -84,7 +86,6 @@ PlayerSettings: useMacAppStoreValidation: 0 macAppStoreCategory: public.app-category.games gpuSkinning: 0 - graphicsJobs: 0 xboxPIXTextureCapture: 0 xboxEnableAvatar: 0 xboxEnableKinect: 0 @@ -93,7 +94,7 @@ PlayerSettings: visibleInBackground: 1 allowFullscreenSwitch: 1 graphicsJobMode: 0 - fullscreenMode: 1 + fullscreenMode: 3 xboxSpeechDB: 0 xboxEnableHeadOrientation: 0 xboxEnableGuest: 0 @@ -105,6 +106,7 @@ PlayerSettings: xboxOneMonoLoggingLevel: 0 xboxOneLoggingLevel: 1 xboxOneDisableEsram: 0 + xboxOneEnableTypeOptimization: 0 xboxOnePresentImmediateThreshold: 0 switchQueueCommandMemory: 0 switchQueueControlMemory: 16384 @@ -112,13 +114,14 @@ PlayerSettings: switchNVNShaderPoolsGranularity: 33554432 switchNVNDefaultPoolsGranularity: 16777216 switchNVNOtherPoolsGranularity: 16777216 + vulkanNumSwapchainBuffers: 3 vulkanEnableSetSRGBWrite: 0 m_SupportedAspectRatios: - 4:3: 1 - 5:4: 1 - 16:10: 1 + 4:3: 0 + 5:4: 0 + 16:10: 0 16:9: 1 - Others: 1 + Others: 0 bundleVersion: 1.0 preloadedAssets: [] metroInputSource: 0 @@ -150,9 +153,10 @@ PlayerSettings: sharedDepthBuffer: 0 dashSupport: 0 lowOverheadMode: 0 + protectedContext: 0 + v2Signing: 1 enable360StereoCapture: 0 isWsaHolographicRemotingEnabled: 0 - protectGraphicsMemory: 0 enableFrameTimingStats: 0 useHDRDisplay: 0 D3DHDRBitDepth: 0 @@ -179,10 +183,10 @@ PlayerSettings: StripUnusedMeshComponents: 0 VertexChannelCompressionMask: 4054 iPhoneSdkVersion: 988 - iOSTargetOSVersionString: 10.0 + iOSTargetOSVersionString: 11.0 tvOSSdkVersion: 0 tvOSRequireExtendedGameController: 0 - tvOSTargetOSVersionString: 10.0 + tvOSTargetOSVersionString: 11.0 uIPrerenderedIcon: 0 uIRequiresPersistentWiFi: 0 uIRequiresFullScreen: 1 @@ -275,6 +279,38 @@ PlayerSettings: m_BuildTargetIcons: [] m_BuildTargetPlatformIcons: [] m_BuildTargetBatching: [] + m_BuildTargetGraphicsJobs: + - m_BuildTarget: MacStandaloneSupport + m_GraphicsJobs: 0 + - m_BuildTarget: Switch + m_GraphicsJobs: 0 + - m_BuildTarget: MetroSupport + m_GraphicsJobs: 0 + - m_BuildTarget: AppleTVSupport + m_GraphicsJobs: 0 + - m_BuildTarget: BJMSupport + m_GraphicsJobs: 0 + - m_BuildTarget: LinuxStandaloneSupport + m_GraphicsJobs: 0 + - m_BuildTarget: PS4Player + m_GraphicsJobs: 0 + - m_BuildTarget: iOSSupport + m_GraphicsJobs: 0 + - m_BuildTarget: WindowsStandaloneSupport + m_GraphicsJobs: 0 + - m_BuildTarget: XboxOnePlayer + m_GraphicsJobs: 0 + - m_BuildTarget: LuminSupport + m_GraphicsJobs: 0 + - m_BuildTarget: AndroidPlayer + m_GraphicsJobs: 0 + - m_BuildTarget: WebGLSupport + m_GraphicsJobs: 0 + m_BuildTargetGraphicsJobMode: + - m_BuildTarget: PS4Player + m_GraphicsJobMode: 0 + - m_BuildTarget: XboxOnePlayer + m_GraphicsJobMode: 0 m_BuildTargetGraphicsAPIs: - m_BuildTarget: MacStandaloneSupport m_APIs: 1000000011000000 @@ -290,7 +326,6 @@ PlayerSettings: openGLRequireES31: 0 openGLRequireES31AEP: 0 openGLRequireES32: 0 - vuforiaEnabled: 0 m_TemplateCustomTags: {} mobileMTRendering: Android: 1 @@ -298,7 +333,7 @@ PlayerSettings: tvOS: 1 m_BuildTargetGroupLightmapEncodingQuality: [] m_BuildTargetGroupLightmapSettings: [] - playModeTestRunnerEnabled: 0 + playModeTestRunnerEnabled: 1 runPlayModeTestAsEditModeTest: 0 actionOnDotNetUnhandledException: 1 enableInternalProfiler: 0 @@ -307,12 +342,14 @@ PlayerSettings: cameraUsageDescription: locationUsageDescription: microphoneUsageDescription: + switchNMETAOverride: switchNetLibKey: switchSocketMemoryPoolSize: 6144 switchSocketAllocatorPoolSize: 128 switchSocketConcurrencyLimit: 14 switchScreenResolutionBehavior: 2 switchUseCPUProfiler: 0 + switchUseGOLDLinker: 0 switchApplicationID: 0x01004b9000490000 switchNSODependencies: switchTitleNames_0: @@ -406,6 +443,7 @@ PlayerSettings: switchRatingsInt_9: 0 switchRatingsInt_10: 0 switchRatingsInt_11: 0 + switchRatingsInt_12: 0 switchLocalCommunicationIds_0: switchLocalCommunicationIds_1: switchLocalCommunicationIds_2: @@ -487,6 +525,7 @@ PlayerSettings: ps4UseResolutionFallback: 0 ps4ReprojectionSupport: 0 ps4UseAudio3dBackend: 0 + ps4UseLowGarlicFragmentationMode: 1 ps4SocialScreenEnabled: 0 ps4ScriptOptimizationLevel: 2 ps4Audio3dVirtualSpeakerCount: 14 @@ -505,6 +544,7 @@ PlayerSettings: ps4contentSearchFeaturesUsed: 0 ps4attribEyeToEyeDistanceSettingVR: 0 ps4IncludedModules: [] + ps4attribVROutputEnabled: 0 monoEnv: splashScreenBackgroundSourceLandscape: {fileID: 0} splashScreenBackgroundSourcePortrait: {fileID: 0} @@ -521,9 +561,10 @@ PlayerSettings: webGLAnalyzeBuildSize: 0 webGLUseEmbeddedResources: 0 webGLCompressionFormat: 1 + webGLWasmArithmeticExceptions: 0 webGLLinkerTarget: 0 webGLThreadsSupport: 0 - webGLWasmStreaming: 0 + webGLDecompressionFallback: 0 scriptingDefineSymbols: 1: LWRP_DEBUG_STATIC_POSTFX 4: LWRP_DEBUG_STATIC_POSTFX @@ -629,3 +670,4 @@ PlayerSettings: enableNativePlatformBackendsForNewInputSystem: 0 disableOldInputManagerSupport: 0 legacyClampBlendShapeWeights: 1 + virtualTexturingSupportEnabled: 0 diff --git a/TestProjects/UniversalGraphicsTest/ProjectSettings/URPProjectSettings.asset b/TestProjects/UniversalGraphicsTest/ProjectSettings/URPProjectSettings.asset new file mode 100644 index 00000000000..91791f36dfa --- /dev/null +++ b/TestProjects/UniversalGraphicsTest/ProjectSettings/URPProjectSettings.asset @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 61 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3} + m_Name: + m_EditorClassIdentifier: + m_LastMaterialVersion: 2 diff --git a/TestProjects/UniversalGraphicsTest/UserSettings/EditorUserSettings.asset b/TestProjects/UniversalGraphicsTest/UserSettings/EditorUserSettings.asset new file mode 100644 index 00000000000..c01cab83dc9 --- /dev/null +++ b/TestProjects/UniversalGraphicsTest/UserSettings/EditorUserSettings.asset @@ -0,0 +1,22 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!162 &1 +EditorUserSettings: + m_ObjectHideFlags: 0 + serializedVersion: 4 + m_ConfigSettings: + lightmappingDeviceAndPlatform: + value: 53 + flags: 0 + vcSharedLogLevel: + value: 0d5e400f0650 + flags: 0 + m_VCAutomaticAdd: 1 + m_VCDebugCom: 0 + m_VCDebugCmd: 0 + m_VCDebugOut: 0 + m_SemanticMergeMode: 2 + m_VCShowFailedCheckout: 1 + m_VCOverwriteFailedCheckoutAssets: 1 + m_VCOverlayIcons: 1 + m_VCAllowAsyncUpdate: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXComponentTest.cs b/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXComponentTest.cs deleted file mode 100644 index ce3b4244459..00000000000 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXComponentTest.cs +++ /dev/null @@ -1,1267 +0,0 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS -using System; -using NUnit.Framework; -using UnityEngine; -using UnityEngine.VFX; -using UnityEditor.VFX; -using UnityEngine.Rendering; -using UnityEngine.TestTools; -using System.Linq; -using System.Collections; -using UnityEditor.VFX.Block.Test; -using System.Collections.Generic; - -namespace UnityEditor.VFX.Test -{ - [TestFixture] - public class VisualEffectTest - { - GameObject m_cubeEmpty; - GameObject m_sphereEmpty; - GameObject m_mainObject; - GameObject m_mainCamera; - string m_pathTexture2D_A; - string m_pathTexture2D_B; - Texture2D m_texture2D_A; - Texture2D m_texture2D_B; - string m_pathTexture2DArray_A; - string m_pathTexture2DArray_B; - Texture2DArray m_texture2DArray_A; - Texture2DArray m_texture2DArray_B; - string m_pathTexture3D_A; - string m_pathTexture3D_B; - Texture3D m_texture3D_A; - Texture3D m_texture3D_B; - string m_pathTextureCube_A; - string m_pathTextureCube_B; - Cubemap m_textureCube_A; - Cubemap m_textureCube_B; - string m_pathTextureCubeArray_A; - string m_pathTextureCubeArray_B; - CubemapArray m_textureCubeArray_A; - CubemapArray m_textureCubeArray_B; - - int m_previousCaptureFrameRate; - float m_previousFixedTimeStep; - float m_previousMaxDeltaTime; - - [OneTimeSetUp] - public void Init() - { - System.IO.Directory.CreateDirectory("Assets/Temp"); - m_cubeEmpty = GameObject.CreatePrimitive(PrimitiveType.Cube); - m_sphereEmpty = GameObject.CreatePrimitive(PrimitiveType.Sphere); - - m_pathTexture2D_A = "Assets/texture2D_A.asset"; - m_pathTexture2D_B = "Assets/texture2D_B.asset"; - m_texture2D_A = new Texture2D(16, 16); - m_texture2D_B = new Texture2D(32, 32); - AssetDatabase.CreateAsset(m_texture2D_A, m_pathTexture2D_A); - AssetDatabase.CreateAsset(m_texture2D_B, m_pathTexture2D_B); - m_texture2D_A = AssetDatabase.LoadAssetAtPath(m_pathTexture2D_A); - m_texture2D_B = AssetDatabase.LoadAssetAtPath(m_pathTexture2D_B); - - m_pathTexture2DArray_A = "Assets/texture2DArray_A.asset"; - m_pathTexture2DArray_B = "Assets/texture2DArray_B.asset"; - m_texture2DArray_A = new Texture2DArray(16, 16, 4, TextureFormat.ARGB32, false); - m_texture2DArray_B = new Texture2DArray(32, 32, 4, TextureFormat.ARGB32, false); - AssetDatabase.CreateAsset(m_texture2DArray_A, m_pathTexture2DArray_A); - AssetDatabase.CreateAsset(m_texture2DArray_B, m_pathTexture2DArray_B); - m_texture2DArray_A = AssetDatabase.LoadAssetAtPath(m_pathTexture2DArray_A); - m_texture2DArray_B = AssetDatabase.LoadAssetAtPath(m_pathTexture2DArray_B); - - m_pathTexture3D_A = "Assets/texture3D_A.asset"; - m_pathTexture3D_B = "Assets/texture3D_B.asset"; - m_texture3D_A = new Texture3D(16, 16, 16, TextureFormat.ARGB32, false); - m_texture3D_B = new Texture3D(8, 8, 8, TextureFormat.ARGB32, false); - AssetDatabase.CreateAsset(m_texture3D_A, m_pathTexture3D_A); - AssetDatabase.CreateAsset(m_texture3D_B, m_pathTexture3D_B); - m_texture3D_A = AssetDatabase.LoadAssetAtPath(m_pathTexture3D_A); - m_texture3D_B = AssetDatabase.LoadAssetAtPath(m_pathTexture3D_B); - - m_pathTextureCube_A = "Assets/textureCube_A.asset"; - m_pathTextureCube_B = "Assets/textureCube_B.asset"; - m_textureCube_A = new Cubemap(16, TextureFormat.ARGB32, false); - m_textureCube_B = new Cubemap(32, TextureFormat.ARGB32, false); - AssetDatabase.CreateAsset(m_textureCube_A, m_pathTextureCube_A); - AssetDatabase.CreateAsset(m_textureCube_B, m_pathTextureCube_B); - m_textureCube_A = AssetDatabase.LoadAssetAtPath(m_pathTextureCube_A); - m_textureCube_B = AssetDatabase.LoadAssetAtPath(m_pathTextureCube_B); - - m_pathTextureCubeArray_A = "Assets/textureCubeArray_A.asset"; - m_pathTextureCubeArray_B = "Assets/textureCubeArray_B.asset"; - m_textureCubeArray_A = new CubemapArray(16, 4, TextureFormat.ARGB32, false); - m_textureCubeArray_B = new CubemapArray(32, 4, TextureFormat.ARGB32, false); - AssetDatabase.CreateAsset(m_textureCubeArray_A, m_pathTextureCubeArray_A); - AssetDatabase.CreateAsset(m_textureCubeArray_B, m_pathTextureCubeArray_B); - m_textureCubeArray_A = AssetDatabase.LoadAssetAtPath(m_pathTextureCubeArray_A); - m_textureCubeArray_B = AssetDatabase.LoadAssetAtPath(m_pathTextureCubeArray_B); - - m_mainObject = new GameObject("TestObject"); - - m_mainCamera = new GameObject(); - var camera = m_mainCamera.AddComponent(); - camera.transform.localPosition = Vector3.one; - camera.transform.LookAt(m_mainCamera.transform); - - m_previousCaptureFrameRate = Time.captureFramerate; - m_previousFixedTimeStep = UnityEngine.VFX.VFXManager.fixedTimeStep; - m_previousMaxDeltaTime = UnityEngine.VFX.VFXManager.maxDeltaTime; - Time.captureFramerate = 10; - UnityEngine.VFX.VFXManager.fixedTimeStep = 0.1f; - UnityEngine.VFX.VFXManager.maxDeltaTime = 0.1f; - } - - [OneTimeTearDown] - public void CleanUp() - { - Debug.unityLogger.logEnabled = true; - Time.captureFramerate = m_previousCaptureFrameRate; - UnityEngine.VFX.VFXManager.fixedTimeStep = m_previousFixedTimeStep; - UnityEngine.VFX.VFXManager.maxDeltaTime = m_previousMaxDeltaTime; - - UnityEngine.Object.DestroyImmediate(m_mainObject); - UnityEngine.Object.DestroyImmediate(m_cubeEmpty); - UnityEngine.Object.DestroyImmediate(m_sphereEmpty); - AssetDatabase.DeleteAsset(m_pathTexture2D_A); - AssetDatabase.DeleteAsset(m_pathTexture2D_B); - AssetDatabase.DeleteAsset(m_pathTexture2DArray_A); - AssetDatabase.DeleteAsset(m_pathTexture2DArray_B); - AssetDatabase.DeleteAsset(m_pathTexture3D_A); - AssetDatabase.DeleteAsset(m_pathTexture3D_B); - AssetDatabase.DeleteAsset(m_pathTextureCube_A); - AssetDatabase.DeleteAsset(m_pathTextureCube_B); - AssetDatabase.DeleteAsset(m_pathTextureCubeArray_A); - AssetDatabase.DeleteAsset(m_pathTextureCubeArray_B); - VFXTestCommon.DeleteAllTemporaryGraph(); - } - - - VFXGraph CreateGraph_And_System() - { - var graph = VFXTestCommon.MakeTemporaryGraph(); - - var output = ScriptableObject.CreateInstance(); - output.SetSettingValue("castShadows", true); - graph.AddChild(output); - - var contextInitialize = ScriptableObject.CreateInstance(); - - var blockAttributeDesc = VFXLibrary.GetBlocks().FirstOrDefault(o => o.modelType == typeof(Block.SetAttribute)); - var blockAttribute = blockAttributeDesc.CreateInstance(); - blockAttribute.SetSettingValue("attribute", "position"); - contextInitialize.AddChild(blockAttribute); - - contextInitialize.LinkTo(output); - graph.AddChild(contextInitialize); - - var spawner = ScriptableObject.CreateInstance(); - spawner.LinkTo(contextInitialize); - graph.AddChild(spawner); - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); ; - - return graph; - } - - [UnityTest] - public IEnumerator CreateComponent_And_Graph_Restart_Component_Expected() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = CreateGraph_And_System(); - - yield return null; - - while (m_mainObject.GetComponent() != null) - { - UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); - } - var vfxComponent = m_mainObject.AddComponent(); - vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; - Assert.DoesNotThrow(() => VisualEffectUtility.GetSpawnerState(vfxComponent, 0)); - - while (VisualEffectUtility.GetSpawnerState(vfxComponent, 0).totalTime < 1.0f) - { - yield return null; - } - - vfxComponent.enabled = false; - vfxComponent.enabled = true; - yield return null; - - Assert.IsTrue(VisualEffectUtility.GetSpawnerState(vfxComponent, 0).totalTime < 1.0f); - } - - [UnityTest] - public IEnumerator CreateComponent_And_Graph_Modify_It_To_Generate_Expected_Exception() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = CreateGraph_And_System(); - - yield return null; - - while (m_mainObject.GetComponent() != null) - { - UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); - } - var vfxComponent = m_mainObject.AddComponent(); - vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; - Assert.DoesNotThrow(() => VisualEffectUtility.GetSpawnerState(vfxComponent, 0)); - - yield return null; - - //Plug a GPU instruction on bounds, excepting an exception while recompiling - var getPositionDesc = VFXLibrary.GetOperators().FirstOrDefault(o => o.modelType == typeof(VFXAttributeParameter) && o.name.Contains(VFXAttribute.Position.name)); - var getPosition = getPositionDesc.CreateInstance(); - graph.AddChild(getPosition); - var initializeContext = graph.children.OfType().FirstOrDefault(); - Assert.AreEqual(VFXValueType.Float3, initializeContext.inputSlots[0][0].valueType); - - getPosition.outputSlots[0].Link(initializeContext.inputSlots[0][0]); - - //LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("Exception while compiling expression graph:*")); < Incorrect with our katana configuration - Debug.unityLogger.logEnabled = false; - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - Debug.unityLogger.logEnabled = true; - Assert.Throws(typeof(IndexOutOfRangeException), () => VisualEffectUtility.GetSpawnerState(vfxComponent, 0)); //This is the exception which matters for this test - } - - [UnityTest] - public IEnumerator CreateComponent_And_VerifyRendererState() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = CreateGraph_And_System(); - - //< Same Behavior as Drag & Drop - GameObject currentObject = new GameObject("TemporaryGameObject_RenderState", /*typeof(Transform),*/ typeof(VisualEffect)); - var vfx = currentObject.GetComponent(); - var asset = graph.visualEffectResource.asset; - Assert.IsNotNull(asset); - - vfx.visualEffectAsset = asset; - - int maxFrame = 512; - while (vfx.culled && --maxFrame > 0) - { - yield return null; - } - Assert.IsTrue(maxFrame > 0); - yield return null; - - Assert.IsNotNull(currentObject.GetComponent()); - var actualShadowCastingMode = currentObject.GetComponent().shadowCastingMode; - Assert.AreEqual(actualShadowCastingMode, ShadowCastingMode.On); - - UnityEngine.Object.DestroyImmediate(currentObject); - yield return null; - } - - [UnityTest] - public IEnumerator CreateComponent_And_VerifyRenderBounds() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = CreateGraph_And_System(); - var initializeContext = graph.children.OfType().FirstOrDefault(); - - var center = new Vector3(1.0f, 2.0f, 3.0f); - var size = new Vector3(111.0f, 222.0f, 333.0f); - - initializeContext.inputSlots[0][0].value = center; - initializeContext.inputSlots[0][1].value = size; - graph.SetExpressionGraphDirty(); - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - - //< Same Behavior as Drag & Drop - GameObject currentObject = new GameObject("TemporaryGameObject_RenderBounds", /*typeof(Transform),*/ typeof(VisualEffect)); - var vfx = currentObject.GetComponent(); - var asset = graph.visualEffectResource.asset; - Assert.IsNotNull(asset); - - vfx.visualEffectAsset = asset; - - int maxFrame = 512; - while (( vfx.culled - || currentObject.GetComponent().bounds.extents.x == 0.0f) - && --maxFrame > 0) - { - yield return null; - } - Assert.IsTrue(maxFrame > 0); - yield return null; - - var vfxRenderer = currentObject.GetComponent(); - var bounds = vfxRenderer.bounds; - - Assert.AreEqual(center.x, bounds.center.x, 10e-5); - Assert.AreEqual(center.y, bounds.center.y, 10e-5); - Assert.AreEqual(center.z, bounds.center.z, 10e-5); - Assert.AreEqual(size.x / 2.0f, bounds.extents.x, 10e-5); - Assert.AreEqual(size.y / 2.0f, bounds.extents.y, 10e-5); - Assert.AreEqual(size.z / 2.0f, bounds.extents.z, 10e-5); - - UnityEngine.Object.DestroyImmediate(currentObject); - yield return null; - } - - [UnityTest] - public IEnumerator CreateComponent_And_Check_NoneTexture_Constraint_Doesnt_Generate_Any_Error() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = CreateGraph_And_System(); - - var burst = ScriptableObject.CreateInstance(); - burst.inputSlots.First(o => o.name.ToLowerInvariant().Contains("count")).value = 147.0f; - graph.children.OfType().First().AddChild(burst); - - var operatorSample3D = ScriptableObject.CreateInstance(); - operatorSample3D.inputSlots.First(o => o.valueType == VFXValueType.Texture3D).value = null; - graph.AddChild(operatorSample3D); - - var initialize = graph.children.First(o => o is VFXBasicInitialize); - bool r = operatorSample3D.outputSlots.First().Link(initialize.children.OfType().First().inputSlots.First()); - Assert.IsTrue(r); - graph.SetExpressionGraphDirty(); - graph.RecompileIfNeeded(); - - GameObject currentObject = new GameObject("TemporaryGameObject_NoneTexture", typeof(VisualEffect)); - var vfx = currentObject.GetComponent(); - var asset = graph.visualEffectResource.asset; - vfx.visualEffectAsset = asset; - - int maxFrame = 512; - while ((vfx.culled || vfx.aliveParticleCount == 0) && --maxFrame > 0) - yield return null; - - //Wait for a few frame to be sure the rendering has been triggered - for (int i = 0; i < 3; ++i) - yield return null; - - UnityEngine.Object.DestroyImmediate(currentObject); - yield return null; - } - - [UnityTest] - public IEnumerator CreateComponent_And_CheckDimension_Constraint() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = VFXTestCommon.MakeTemporaryGraph(); - - var contextInitialize = ScriptableObject.CreateInstance(); - var allType = ScriptableObject.CreateInstance(); - - contextInitialize.AddChild(allType); - graph.AddChild(contextInitialize); - - // Needs a spawner and output for the system to be valid (TODOPAUL : Should not be needed here) - { - var spawner = ScriptableObject.CreateInstance(); - spawner.LinkTo(contextInitialize); - graph.AddChild(spawner); - - var output = ScriptableObject.CreateInstance(); - output.LinkFrom(contextInitialize); - graph.AddChild(output); - } - - var parameter = VFXLibrary.GetParameters().First(o => o.model.type == typeof(Texture2D)).CreateInstance(); - var type = VFXValueType.Texture2D; - - var targetTextureName = "exposed_test_tex2D"; - - if (type != VFXValueType.None) - { - parameter.SetSettingValue("m_ExposedName", targetTextureName); - parameter.SetSettingValue("m_Exposed", true); - graph.AddChild(parameter); - } - - for (int i = 0; i < allType.GetNbInputSlots(); ++i) - { - var currentSlot = allType.GetInputSlot(i); - var expression = currentSlot.GetExpression(); - if (expression != null && expression.valueType == type) - { - currentSlot.Link(parameter.GetOutputSlot(0)); - break; - } - } - - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - - while (m_mainObject.GetComponent() != null) - { - UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); - } - var vfxComponent = m_mainObject.AddComponent(); - vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; - - yield return null; - - Assert.IsTrue(vfxComponent.HasTexture(targetTextureName)); - Assert.AreEqual(TextureDimension.Tex2D, vfxComponent.GetTextureDimension(targetTextureName)); - - var renderTartget3D = new RenderTexture(4, 4, 4, RenderTextureFormat.ARGB32); - renderTartget3D.dimension = TextureDimension.Tex3D; - - vfxComponent.SetTexture(targetTextureName, renderTartget3D); - LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("3D")); - Assert.AreNotEqual(renderTartget3D, vfxComponent.GetTexture(targetTextureName)); - - var renderTartget2D = new RenderTexture(4, 4, 4, RenderTextureFormat.ARGB32); - renderTartget2D.dimension = TextureDimension.Tex2D; - vfxComponent.SetTexture(targetTextureName, renderTartget2D); - Assert.AreEqual(renderTartget2D, vfxComponent.GetTexture(targetTextureName)); - yield return null; - - /* - * Actually, this error is only caught in debug mode, ignored in release for performance reason - renderTartget2D.dimension = TextureDimension.Tex3D; //try to hack dimension - Assert.AreEqual(renderTartget2D, vfxComponent.GetTexture(targetTextureName)); - yield return null; - LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("3D")); - */ - } - - [UnityTest] - public IEnumerator CreateComponent_Switch_Asset_Keep_Override() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph_A = VFXTestCommon.MakeTemporaryGraph(); - var graph_B = VFXTestCommon.MakeTemporaryGraph(); - var parametersVector3Desc = VFXLibrary.GetParameters().Where(o => o.model.type == typeof(Vector3)).First(); - - var commonExposedName = "vorfji"; - var parameter_A = parametersVector3Desc.CreateInstance(); - parameter_A.SetSettingValue("m_ExposedName", commonExposedName); - parameter_A.SetSettingValue("m_Exposed", true); - parameter_A.value = new Vector3(0, 0, 0); - graph_A.AddChild(parameter_A); - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph_A)); - - var parameter_B = parametersVector3Desc.CreateInstance(); - parameter_B.SetSettingValue("m_ExposedName", commonExposedName); - parameter_B.SetSettingValue("m_Exposed", true); - parameter_B.value = new Vector3(0, 0, 0); - graph_B.AddChild(parameter_B); - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph_B)); - - while (m_mainObject.GetComponent() != null) - UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); - var vfx = m_mainObject.AddComponent(); - vfx.visualEffectAsset = graph_A.visualEffectResource.asset; - Assert.IsTrue(vfx.HasVector3(commonExposedName)); - var expectedOverriden = new Vector3(1, 2, 3); - vfx.SetVector3(commonExposedName, expectedOverriden); - yield return null; - - var actualOverriden = vfx.GetVector3(commonExposedName); - Assert.AreEqual(actualOverriden.x, expectedOverriden.x); Assert.AreEqual(actualOverriden.y, expectedOverriden.y); Assert.AreEqual(actualOverriden.z, expectedOverriden.z); - - vfx.visualEffectAsset = graph_B.visualEffectResource.asset; - yield return null; - - actualOverriden = vfx.GetVector3(commonExposedName); - Assert.AreEqual(actualOverriden.x, expectedOverriden.x); Assert.AreEqual(actualOverriden.y, expectedOverriden.y); Assert.AreEqual(actualOverriden.z, expectedOverriden.z); - } - -#pragma warning disable 0414 - private static bool[] trueOrFalse = { true, false }; -#pragma warning restore 0414 - - [UnityTest] - public IEnumerator CreateComponent_Modify_Value_Doesnt_Reset([ValueSource("trueOrFalse")] bool modifyValue, [ValueSource("trueOrFalse")] bool modifyAssetValue) - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = VFXTestCommon.MakeTemporaryGraph(); - var parametersVector2Desc = VFXLibrary.GetParameters().Where(o => o.model.type == typeof(Vector2)).First(); - - Vector2 expectedValue = new Vector2(1.0f, 2.0f); - - var exposedName = "bvcxw"; - var parameter = parametersVector2Desc.CreateInstance(); - parameter.SetSettingValue("m_ExposedName", exposedName); - parameter.SetSettingValue("m_Exposed", true); - parameter.value = expectedValue; - graph.AddChild(parameter); - - var contextInitialize = ScriptableObject.CreateInstance(); - graph.AddChild(contextInitialize); - - var spawner = ScriptableObject.CreateInstance(); - var constantRate = ScriptableObject.CreateInstance(); - spawner.AddChild(constantRate); - - graph.AddChild(spawner); - spawner.LinkTo(contextInitialize); - - var output = ScriptableObject.CreateInstance(); - graph.AddChild(output); - output.LinkFrom(contextInitialize); - - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - - while (m_mainObject.GetComponent() != null) - UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); - var vfx = m_mainObject.AddComponent(); - vfx.visualEffectAsset = graph.visualEffectResource.asset; - Assert.IsTrue(vfx.HasVector2(exposedName)); - if (modifyValue) - { - expectedValue = new Vector2(3.0f, 4.0f); - vfx.SetVector2(exposedName, expectedValue); - } - Assert.AreEqual(expectedValue.x, vfx.GetVector2(exposedName).x); Assert.AreEqual(expectedValue.y, vfx.GetVector2(exposedName).y); - - float spawnerLimit = 1.8f; //Arbitrary enough large time - int maxFrameCount = 1024; - while (maxFrameCount-- > 0) - { - var spawnerState = VisualEffectUtility.GetSpawnerState(vfx, 0u); - if (spawnerState.totalTime > spawnerLimit) - break; - yield return null; - } - Assert.IsTrue(maxFrameCount > 0); - - if (modifyAssetValue) - { - expectedValue = new Vector2(5.0f, 6.0f); - parameter.value = expectedValue; - graph.RecompileIfNeeded(); - } - - if (modifyValue) - { - var editor = Editor.CreateEditor(vfx); - editor.serializedObject.Update(); - - var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); - var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(VFXValueType.Float2)) + ".m_Array"; - var vfxField = propertySheet.FindPropertyRelative(fieldName); - - Assert.AreEqual(1, vfxField.arraySize); - - var property = vfxField.GetArrayElementAtIndex(0); - property = property.FindPropertyRelative("m_Value"); - expectedValue = new Vector2(7.0f, 8.0f); - property.vector2Value = expectedValue; - editor.serializedObject.ApplyModifiedPropertiesWithoutUndo(); - - GameObject.DestroyImmediate(editor); - } - yield return null; - - var spawnerStateFinal = VisualEffectUtility.GetSpawnerState(vfx, 0u); - Assert.IsTrue(spawnerStateFinal.totalTime > spawnerLimit); //Check there isn't any reset time - Assert.IsTrue(vfx.HasVector2(exposedName)); - Assert.AreEqual(expectedValue.x, vfx.GetVector2(exposedName).x); Assert.AreEqual(expectedValue.y, vfx.GetVector2(exposedName).y); - - //Last step, if trying to modify component value, verify reset override restore value in asset without reinit - if (modifyValue) - { - var editor = Editor.CreateEditor(vfx); - editor.serializedObject.Update(); - - var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); - var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(VFXValueType.Float2)) + ".m_Array"; - var vfxField = propertySheet.FindPropertyRelative(fieldName); - - Assert.AreEqual(1, vfxField.arraySize); - - var property = vfxField.GetArrayElementAtIndex(0); - property = property.FindPropertyRelative("m_Overridden"); - expectedValue = (Vector2)parameter.value; - property.boolValue = false; - editor.serializedObject.ApplyModifiedPropertiesWithoutUndo(); - - GameObject.DestroyImmediate(editor); - - yield return null; - spawnerStateFinal = VisualEffectUtility.GetSpawnerState(vfx, 0u); - - Assert.IsTrue(spawnerStateFinal.totalTime > spawnerLimit); //Check there isn't any reset time - Assert.IsTrue(vfx.HasVector2(exposedName)); - Assert.AreEqual(expectedValue.x, vfx.GetVector2(exposedName).x); Assert.AreEqual(expectedValue.y, vfx.GetVector2(exposedName).y); - } - } - - [UnityTest] - public IEnumerator CreateComponent_Modify_Asset_Keep_Override() - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = VFXTestCommon.MakeTemporaryGraph(); - - var parametersVector3Desc = VFXLibrary.GetParameters().Where(o => o.model.type == typeof(Vector3)).First(); - - var exposedName = "poiuyt"; - var parameter = parametersVector3Desc.CreateInstance(); - parameter.SetSettingValue("m_ExposedName", exposedName); - parameter.SetSettingValue("m_Exposed", true); - parameter.value = new Vector3(0, 0, 0); - graph.AddChild(parameter); - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - - while (m_mainObject.GetComponent() != null) - UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); - var vfx = m_mainObject.AddComponent(); - vfx.visualEffectAsset = graph.visualEffectResource.asset; - Assert.IsTrue(vfx.HasVector3(exposedName)); - var expectedOverriden = new Vector3(1, 2, 3); - vfx.SetVector3(exposedName, expectedOverriden); - - yield return null; - - var actualOverriden = vfx.GetVector3(exposedName); - Assert.AreEqual(actualOverriden.x, expectedOverriden.x); Assert.AreEqual(actualOverriden.y, expectedOverriden.y); Assert.AreEqual(actualOverriden.z, expectedOverriden.z); - - /* Add system & another exposed */ - var contextInitialize = ScriptableObject.CreateInstance(); - var allType = ScriptableObject.CreateInstance(); - - contextInitialize.AddChild(allType); - graph.AddChild(contextInitialize); - - var spawner = ScriptableObject.CreateInstance(); - spawner.LinkTo(contextInitialize); - graph.AddChild(spawner); - - var output = ScriptableObject.CreateInstance(); - output.LinkFrom(contextInitialize); - graph.AddChild(output); - - var parameter_Other = parametersVector3Desc.CreateInstance(); - var exposedName_Other = "tyuiop"; - parameter_Other.SetSettingValue("m_ExposedName", exposedName_Other); - parameter_Other.SetSettingValue("m_Exposed", true); - parameter_Other.value = new Vector3(6, 6, 6); - graph.AddChild(parameter_Other); - parameter.value = new Vector3(5, 5, 5); - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - - yield return null; - - Assert.IsTrue(vfx.HasVector3(exposedName)); - Assert.IsTrue(vfx.HasVector3(exposedName_Other)); - actualOverriden = vfx.GetVector3(exposedName); - - Assert.AreEqual(actualOverriden.x, expectedOverriden.x); Assert.AreEqual(actualOverriden.y, expectedOverriden.y); Assert.AreEqual(actualOverriden.z, expectedOverriden.z); - } - - [UnityTest] - public IEnumerator Create_Component_With_All_Basic_Type_Exposed_Check_Exposed_API() - { - var graph = VFXTestCommon.MakeTemporaryGraph(); - var types = Enum.GetValues(typeof(VFXValueType)).Cast() - .Where(e => e != VFXValueType.Spline - && e != VFXValueType.Buffer //TODO : Remove this when Buffer as exposed property is possible - && e != VFXValueType.None).ToArray(); - - foreach (var type in types) - { - var parameterDesc = VFXLibrary.GetParameters().First(o => VFXExpression.GetVFXValueTypeFromType(o.model.type) == type); - var newInstance = parameterDesc.CreateInstance(); - - newInstance.SetSettingValue("m_ExposedName", "abcd_" + type.ToString()); - newInstance.SetSettingValue("m_Exposed", true); - graph.AddChild(newInstance); - } - - - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - yield return null; - - var vfxAsset = graph.visualEffectResource.asset; - - var exposedProperties = new List(); - vfxAsset.GetExposedProperties(exposedProperties); - foreach (var type in types) - { - var expectedType = VFXExpression.TypeToType(type); - var whereExpectedType = exposedProperties.Where(o => o.type == expectedType); - Assert.IsTrue(whereExpectedType.Any()); - var expectedName = "abcd_" + type.ToString(); - var whereExpectedName = whereExpectedType.Where(o => o.name == expectedName); - Assert.AreEqual(1, whereExpectedName.Count()); - - var entry = whereExpectedName.First(); - if (entry.type == typeof(Texture)) - { - var dimension = vfxAsset.GetTextureDimension(entry.name); - switch (dimension) - { - case TextureDimension.Tex2D: Assert.AreEqual(type, VFXValueType.Texture2D); break; - case TextureDimension.Tex3D: Assert.AreEqual(type, VFXValueType.Texture3D); break; - case TextureDimension.Cube: Assert.AreEqual(type, VFXValueType.TextureCube); break; - case TextureDimension.Tex2DArray: Assert.AreEqual(type, VFXValueType.Texture2DArray); break; - case TextureDimension.CubeArray: Assert.AreEqual(type, VFXValueType.TextureCubeArray); break; - default: Assert.Fail("Unknown expected type"); break; - } - } - else - { - Assert.IsFalse(VFXExpression.IsTexture(type)); - } - } - Assert.AreEqual(types.Length, exposedProperties.Count); - } - - [UnityTest] - public IEnumerator CreateComponentWithAllBasicTypeExposed([ValueSource("trueOrFalse")] bool linkMode, [ValueSource("trueOrFalse")] bool bindingModes) - { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var commonBaseName = "abcd_"; - - Func GetValue_A_Type = delegate(Type type) - { - if (typeof(float) == type) - return 2.0f; - else if (typeof(Vector2) == type) - return new Vector2(3.0f, 4.0f); - else if (typeof(Vector3) == type) - return new Vector3(8.0f, 9.0f, 10.0f); - else if (typeof(Vector4) == type) - return new Vector4(11.0f, 12.0f, 13.0f, 14.0f); - else if (typeof(Color) == type) - return new Color(0.1f, 0.2f, 0.3f, 0.4f); - else if (typeof(int) == type) - return 15; - else if (typeof(uint) == type) - return 16u; - else if (typeof(AnimationCurve) == type) - return new AnimationCurve(new Keyframe(0, 13), new Keyframe(1, 14)); - else if (typeof(Gradient) == type) - return new Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.white, 0.2f) } }; - else if (typeof(Mesh) == type) - return m_cubeEmpty.GetComponent().sharedMesh; - else if (typeof(Texture2D) == type) - return m_texture2D_A; - else if (typeof(Texture2DArray) == type) - return m_texture2DArray_A; - else if (typeof(Texture3D) == type) - return m_texture3D_A; - else if (typeof(Cubemap) == type) - return m_textureCube_A; - else if (typeof(CubemapArray) == type) - return m_textureCubeArray_A; - else if (typeof(bool) == type) - return true; - else if (typeof(Matrix4x4) == type) - return Matrix4x4.identity; - Assert.Fail(); - return null; - }; - - Func GetValue_B_Type = delegate(Type type) - { - if (typeof(float) == type) - return 50.0f; - else if (typeof(Vector2) == type) - return new Vector2(53.0f, 54.0f); - else if (typeof(Vector3) == type) - return new Vector3(58.0f, 59.0f, 510.0f); - else if (typeof(Vector4) == type || typeof(Color) == type)// ValueB_Type is used to set a component value, so return a Vector4 with color values - return new Vector4(511.0f, 512.0f, 513.0f, 514.0f); - else if (typeof(int) == type) - return 515; - else if (typeof(uint) == type) - return 516u; - else if (typeof(AnimationCurve) == type) - return new AnimationCurve(new Keyframe(0, 47), new Keyframe(0.5f, 23), new Keyframe(1.0f, 17)); - else if (typeof(Gradient) == type) - return new Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.white, 0.2f), new GradientColorKey(Color.black, 0.6f) } }; - else if (typeof(Mesh) == type) - return m_sphereEmpty.GetComponent().sharedMesh; - else if (typeof(Texture2D) == type) - return m_texture2D_B; - else if (typeof(Texture2DArray) == type) - return m_texture2DArray_B; - else if (typeof(Texture3D) == type) - return m_texture3D_B; - else if (typeof(Cubemap) == type) - return m_textureCube_B; - else if (typeof(CubemapArray) == type) - return m_textureCubeArray_B; - else if (typeof(bool) == type) - return true; - else if (typeof(Matrix4x4) == type) - return Matrix4x4.identity; - Assert.Fail(); - return null; - }; - - Func fnHas_UsingBindings = delegate(VFXValueType type, VisualEffect vfx, string name) - { - switch (type) - { - case VFXValueType.Float: return vfx.HasFloat(name); - case VFXValueType.Float2: return vfx.HasVector2(name); - case VFXValueType.Float3: return vfx.HasVector3(name); - case VFXValueType.Float4: return vfx.HasVector4(name); - case VFXValueType.Int32: return vfx.HasInt(name); - case VFXValueType.Uint32: return vfx.HasUInt(name); - case VFXValueType.Curve: return vfx.HasAnimationCurve(name); - case VFXValueType.ColorGradient: return vfx.HasGradient(name); - case VFXValueType.Mesh: return vfx.HasMesh(name); - case VFXValueType.Texture2D: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Tex2D; - case VFXValueType.Texture2DArray: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Tex2DArray; - case VFXValueType.Texture3D: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Tex3D; - case VFXValueType.TextureCube: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Cube; - case VFXValueType.TextureCubeArray: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.CubeArray; - case VFXValueType.Boolean: return vfx.HasBool(name); - case VFXValueType.Matrix4x4: return vfx.HasMatrix4x4(name); - } - Assert.Fail(); - return false; - }; - - Func fnGet_UsingBindings = delegate(VFXValueType type, VisualEffect vfx, string name) - { - switch (type) - { - case VFXValueType.Float: return vfx.GetFloat(name); - case VFXValueType.Float2: return vfx.GetVector2(name); - case VFXValueType.Float3: return vfx.GetVector3(name); - case VFXValueType.Float4: return vfx.GetVector4(name); - case VFXValueType.Int32: return vfx.GetInt(name); - case VFXValueType.Uint32: return vfx.GetUInt(name); - case VFXValueType.Curve: return vfx.GetAnimationCurve(name); - case VFXValueType.ColorGradient: return vfx.GetGradient(name); - case VFXValueType.Mesh: return vfx.GetMesh(name); - case VFXValueType.Texture2D: - case VFXValueType.Texture2DArray: - case VFXValueType.Texture3D: - case VFXValueType.TextureCube: - case VFXValueType.TextureCubeArray: return vfx.GetTexture(name); - case VFXValueType.Boolean: return vfx.GetBool(name); - case VFXValueType.Matrix4x4: return vfx.GetMatrix4x4(name); - } - Assert.Fail(); - return null; - }; - - Action fnSet_UsingBindings = delegate(VFXValueType type, VisualEffect vfx, string name, object value) - { - switch (type) - { - case VFXValueType.Float: vfx.SetFloat(name, (float)value); break; - case VFXValueType.Float2: vfx.SetVector2(name, (Vector2)value); break; - case VFXValueType.Float3: vfx.SetVector3(name, (Vector3)value); break; - case VFXValueType.Float4: vfx.SetVector4(name, (Vector4)value); break; - case VFXValueType.Int32: vfx.SetInt(name, (int)value); break; - case VFXValueType.Uint32: vfx.SetUInt(name, (uint)value); break; - case VFXValueType.Curve: vfx.SetAnimationCurve(name, (AnimationCurve)value); break; - case VFXValueType.ColorGradient: vfx.SetGradient(name, (Gradient)value); break; - case VFXValueType.Mesh: vfx.SetMesh(name, (Mesh)value); break; - case VFXValueType.Texture2D: - case VFXValueType.Texture2DArray: - case VFXValueType.Texture3D: - case VFXValueType.TextureCube: - case VFXValueType.TextureCubeArray: vfx.SetTexture(name, (Texture)value); break; - case VFXValueType.Boolean: vfx.SetBool(name, (bool)value); break; - case VFXValueType.Matrix4x4: vfx.SetMatrix4x4(name, (Matrix4x4)value); break; - } - }; - - - Func fnHas_UsingSerializedProperty = delegate(VFXValueType type, VisualEffect vfx, string name) - { - var editor = Editor.CreateEditor(vfx); - try - { - var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); - var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(type)) + ".m_Array"; - var vfxField = propertySheet.FindPropertyRelative(fieldName); - if (vfxField != null) - { - for (int i = 0; i < vfxField.arraySize; ++i) - { - var property = vfxField.GetArrayElementAtIndex(i); - var nameProperty = property.FindPropertyRelative("m_Name").stringValue; - if (nameProperty == name) - { - return true; - } - } - } - } - finally - { - GameObject.DestroyImmediate(editor); - } - return false; - }; - - Func fnMatrixFromSerializedProperty = delegate(SerializedProperty property) - { - var mat = new Matrix4x4(); - - mat.m00 = property.FindPropertyRelative("e00").floatValue; - mat.m01 = property.FindPropertyRelative("e01").floatValue; - mat.m02 = property.FindPropertyRelative("e02").floatValue; - mat.m03 = property.FindPropertyRelative("e03").floatValue; - - mat.m10 = property.FindPropertyRelative("e10").floatValue; - mat.m11 = property.FindPropertyRelative("e11").floatValue; - mat.m12 = property.FindPropertyRelative("e12").floatValue; - mat.m13 = property.FindPropertyRelative("e13").floatValue; - - mat.m20 = property.FindPropertyRelative("e20").floatValue; - mat.m21 = property.FindPropertyRelative("e21").floatValue; - mat.m22 = property.FindPropertyRelative("e22").floatValue; - mat.m23 = property.FindPropertyRelative("e23").floatValue; - - mat.m30 = property.FindPropertyRelative("e30").floatValue; - mat.m31 = property.FindPropertyRelative("e31").floatValue; - mat.m32 = property.FindPropertyRelative("e32").floatValue; - mat.m33 = property.FindPropertyRelative("e33").floatValue; - - return mat; - }; - - Action fnMatrixToSerializedProperty = delegate(SerializedProperty property, Matrix4x4 mat) - { - property.FindPropertyRelative("e00").floatValue = mat.m00; - property.FindPropertyRelative("e01").floatValue = mat.m01; - property.FindPropertyRelative("e02").floatValue = mat.m02; - property.FindPropertyRelative("e03").floatValue = mat.m03; - - property.FindPropertyRelative("e10").floatValue = mat.m10; - property.FindPropertyRelative("e11").floatValue = mat.m11; - property.FindPropertyRelative("e12").floatValue = mat.m12; - property.FindPropertyRelative("e13").floatValue = mat.m13; - - property.FindPropertyRelative("e20").floatValue = mat.m20; - property.FindPropertyRelative("e21").floatValue = mat.m21; - property.FindPropertyRelative("e22").floatValue = mat.m22; - property.FindPropertyRelative("e23").floatValue = mat.m23; - - property.FindPropertyRelative("e30").floatValue = mat.m30; - property.FindPropertyRelative("e31").floatValue = mat.m31; - property.FindPropertyRelative("e32").floatValue = mat.m32; - property.FindPropertyRelative("e33").floatValue = mat.m33; - }; - - Func fnGet_UsingSerializedProperty = delegate(VFXValueType type, VisualEffect vfx, string name) - { - var editor = Editor.CreateEditor(vfx); - try - { - var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); - editor.serializedObject.Update(); - - var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(type)) + ".m_Array"; - var vfxField = propertySheet.FindPropertyRelative(fieldName); - if (vfxField != null) - { - for (int i = 0; i < vfxField.arraySize; ++i) - { - var property = vfxField.GetArrayElementAtIndex(i); - var nameProperty = property.FindPropertyRelative("m_Name").stringValue; - if (nameProperty == name) - { - property = property.FindPropertyRelative("m_Value"); - - switch (type) - { - case VFXValueType.Float: return property.floatValue; - case VFXValueType.Float2: return property.vector2Value; - case VFXValueType.Float3: return property.vector3Value; - case VFXValueType.Float4: return property.vector4Value; - case VFXValueType.Int32: return property.intValue; - case VFXValueType.Uint32: return property.intValue; // there isn't uintValue - case VFXValueType.Curve: return property.animationCurveValue; - case VFXValueType.ColorGradient: return property.gradientValue; - case VFXValueType.Mesh: return property.objectReferenceValue; - case VFXValueType.Texture2D: - case VFXValueType.Texture2DArray: - case VFXValueType.Texture3D: - case VFXValueType.TextureCube: - case VFXValueType.TextureCubeArray: return property.objectReferenceValue; - case VFXValueType.Boolean: return property.boolValue; - case VFXValueType.Matrix4x4: return fnMatrixFromSerializedProperty(property); - } - Assert.Fail(); - } - } - } - } - finally - { - GameObject.DestroyImmediate(editor); - } - - return null; - }; - - Action fnSet_UsingSerializedProperty = delegate(VFXValueType type, VisualEffect vfx, string name, object value) - { - var editor = Editor.CreateEditor(vfx); - try - { - editor.serializedObject.Update(); - - var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); - var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(type)) + ".m_Array"; - var vfxField = propertySheet.FindPropertyRelative(fieldName); - if (vfxField != null) - { - for (int i = 0; i < vfxField.arraySize; ++i) - { - var property = vfxField.GetArrayElementAtIndex(i); - var propertyName = property.FindPropertyRelative("m_Name").stringValue; - if (propertyName == name) - { - var propertyValue = property.FindPropertyRelative("m_Value"); - var propertyOverriden = property.FindPropertyRelative("m_Overridden"); - - switch (type) - { - case VFXValueType.Float: propertyValue.floatValue = (float)value; break; - case VFXValueType.Float2: propertyValue.vector2Value = (Vector2)value; break; - case VFXValueType.Float3: propertyValue.vector3Value = (Vector3)value; break; - case VFXValueType.Float4: propertyValue.vector4Value = (Vector4)value; break; - case VFXValueType.Int32: propertyValue.intValue = (int)value; break; - case VFXValueType.Uint32: propertyValue.intValue = (int)((uint)value); break; // there isn't uintValue - case VFXValueType.Curve: propertyValue.animationCurveValue = (AnimationCurve)value; break; - case VFXValueType.ColorGradient: propertyValue.gradientValue = (Gradient)value; break; - case VFXValueType.Mesh: propertyValue.objectReferenceValue = (UnityEngine.Object)value; break; - case VFXValueType.Texture2D: - case VFXValueType.Texture2DArray: - case VFXValueType.Texture3D: - case VFXValueType.TextureCube: - case VFXValueType.TextureCubeArray: propertyValue.objectReferenceValue = (UnityEngine.Object)value; break; - case VFXValueType.Boolean: propertyValue.boolValue = (bool)value; break; - case VFXValueType.Matrix4x4: fnMatrixToSerializedProperty(propertyValue, (Matrix4x4)value); break; - } - propertyOverriden.boolValue = true; - } - } - } - editor.serializedObject.ApplyModifiedProperties(); - } - finally - { - GameObject.DestroyImmediate(editor); - } - }; - - Func fnHas = bindingModes ? fnHas_UsingBindings : fnHas_UsingSerializedProperty; - Func fnGet = bindingModes ? fnGet_UsingBindings : fnGet_UsingSerializedProperty; - Action fnSet = bindingModes ? fnSet_UsingBindings : fnSet_UsingSerializedProperty; - - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = VFXTestCommon.MakeTemporaryGraph(); - - var contextInitialize = ScriptableObject.CreateInstance(); - var allType = ScriptableObject.CreateInstance(); - - contextInitialize.AddChild(allType); - graph.AddChild(contextInitialize); - - // Needs a spawner and output for the system to be valid - { - var spawner = ScriptableObject.CreateInstance(); - spawner.LinkTo(contextInitialize); - graph.AddChild(spawner); - - var output = ScriptableObject.CreateInstance(); - output.LinkFrom(contextInitialize); - graph.AddChild(output); - } - - var types = Enum.GetValues(typeof(VFXValueType)).Cast() - .Where(e => e != VFXValueType.Spline - && e != VFXValueType.Buffer //TODO : Remove this when Buffer as exposed property is possible - && e != VFXValueType.None).ToArray(); - foreach (var parameter in VFXLibrary.GetParameters()) - { - var newInstance = parameter.CreateInstance(); - - VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(newInstance.type) == e); - if (type != VFXValueType.None) - { - newInstance.SetSettingValue("m_ExposedName", commonBaseName + newInstance.type.UserFriendlyName()); - newInstance.SetSettingValue("m_Exposed", true); - var value = GetValue_A_Type(newInstance.type); - Assert.IsNotNull(value); - newInstance.value = value; - graph.AddChild(newInstance); - } - } - - if (linkMode) - { - foreach (var type in types) - { - VFXSlot slot = null; - for (int i = 0; i < allType.GetNbInputSlots(); ++i) - { - var currentSlot = allType.GetInputSlot(i); - var expression = currentSlot.GetExpression(); - if (expression != null && expression.valueType == type) - { - slot = currentSlot; - break; - } - } - Assert.IsNotNull(slot, type.ToString()); - - var parameter = graph.children.OfType().FirstOrDefault(o => - { - if (o.GetNbOutputSlots() > 0) - { - var expression = o.outputSlots[0].GetExpression(); - if (expression != null && expression.valueType == type) - { - return true; - } - } - return false; - }); - Assert.IsNotNull(parameter, "parameter with type : " + type.ToString()); - slot.Link(parameter.GetOutputSlot(0)); - } - } - - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); - - while (m_mainObject.GetComponent() != null) - { - UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); - } - var vfxComponent = m_mainObject.AddComponent(); - vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; - - yield return null; - - Func fnCompareCurve = delegate(AnimationCurve left, AnimationCurve right) - { - return left.keys.Length == right.keys.Length; - }; - - Func fnCompareGradient = delegate(Gradient left, Gradient right) - { - return left.colorKeys.Length == right.colorKeys.Length; - }; - - //Check default Value_A & change to Value_B (At this stage, it's useless to access with SerializedProperty) - foreach (var parameter in VFXLibrary.GetParameters()) - { - VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(parameter.model.type) == e); - if (type == VFXValueType.None) - continue; - var currentName = commonBaseName + parameter.model.type.UserFriendlyName(); - var baseValue = GetValue_A_Type(parameter.model.type); - var newValue = GetValue_B_Type(parameter.model.type); - - Assert.IsTrue(fnHas_UsingBindings(type, vfxComponent, currentName)); - var currentValue = fnGet_UsingBindings(type, vfxComponent, currentName); - if (type == VFXValueType.ColorGradient) - { - Assert.IsTrue(fnCompareGradient((Gradient)baseValue, (Gradient)currentValue)); - } - else if (type == VFXValueType.Curve) - { - Assert.IsTrue(fnCompareCurve((AnimationCurve)baseValue, (AnimationCurve)currentValue)); - } - else if (parameter.model.type == typeof(Color)) - { - Color col = (Color)baseValue; - Assert.AreEqual(new Vector4(col.r, col.g, col.b, col.a), currentValue); - } - else - { - Assert.AreEqual(baseValue, currentValue); - } - fnSet_UsingBindings(type, vfxComponent, currentName, newValue); - - yield return null; - } - - //Compare new setted values - foreach (var parameter in VFXLibrary.GetParameters()) - { - VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(parameter.model.type) == e); - if (type == VFXValueType.None) - continue; - var currentName = commonBaseName + parameter.model.type.UserFriendlyName(); - var baseValue = GetValue_B_Type(parameter.model.type); - Assert.IsTrue(fnHas(type, vfxComponent, currentName)); - - var currentValue = fnGet(type, vfxComponent, currentName); - if (type == VFXValueType.ColorGradient) - { - Assert.IsTrue(fnCompareGradient((Gradient)baseValue, (Gradient)currentValue)); - } - else if (type == VFXValueType.Curve) - { - Assert.IsTrue(fnCompareCurve((AnimationCurve)baseValue, (AnimationCurve)currentValue)); - } - else - { - Assert.AreEqual(baseValue, currentValue); - } - yield return null; - } - - //Test ResetOverride function - foreach (var parameter in VFXLibrary.GetParameters()) - { - VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(parameter.model.type) == e); - if (type == VFXValueType.None) - continue; - var currentName = commonBaseName + parameter.model.type.UserFriendlyName(); - vfxComponent.ResetOverride(currentName); - - { - //If we use bindings, internal value is restored but it doesn't change serialized property (strange at first but intended behavior) - var baseValue = bindingModes ? GetValue_A_Type(parameter.model.type) : GetValue_B_Type(parameter.model.type); - - var currentValue = fnGet(type, vfxComponent, currentName); - if (type == VFXValueType.ColorGradient) - { - Assert.IsTrue(fnCompareGradient((Gradient)baseValue, (Gradient)currentValue)); - } - else if (type == VFXValueType.Curve) - { - Assert.IsTrue(fnCompareCurve((AnimationCurve)baseValue, (AnimationCurve)currentValue)); - } - else if (bindingModes && parameter.model.type == typeof(Color)) - { - Color col = (Color)baseValue; - Assert.AreEqual(new Vector4(col.r, col.g, col.b, col.a), currentValue); - } - else - { - Assert.AreEqual(baseValue, currentValue); - } - } - - if (!bindingModes) - { - var internalValue = fnGet_UsingBindings(type, vfxComponent, currentName); - var originalAssetValue = GetValue_A_Type(parameter.model.type); - - if (type == VFXValueType.ColorGradient) - { - Assert.IsTrue(fnCompareGradient((Gradient)originalAssetValue, (Gradient)internalValue)); - } - else if (type == 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m_Automatic: 0 - - serializedVersion: 5 - m_BuildTarget: 19 - m_Tier: 0 - m_Settings: - standardShaderQuality: 2 - renderingPath: 3 - hdrMode: 1 - realtimeGICPUUsage: 25 - useReflectionProbeBoxProjection: 1 - useReflectionProbeBlending: 1 - useHDR: 1 - useDetailNormalMap: 1 - useCascadedShadowMaps: 1 - prefer32BitShadowMaps: 0 - enableLPPV: 0 - useDitherMaskForAlphaBlendedShadows: 1 - m_Automatic: 0 - - serializedVersion: 5 - m_BuildTarget: 19 - m_Tier: 2 - m_Settings: - standardShaderQuality: 2 - renderingPath: 3 - hdrMode: 1 - realtimeGICPUUsage: 25 - useReflectionProbeBoxProjection: 1 - useReflectionProbeBlending: 1 - useHDR: 1 - useDetailNormalMap: 1 - useCascadedShadowMaps: 1 - prefer32BitShadowMaps: 0 - enableLPPV: 0 - useDitherMaskForAlphaBlendedShadows: 1 - m_Automatic: 0 - - serializedVersion: 5 - m_BuildTarget: 19 - m_Tier: 1 - m_Settings: - standardShaderQuality: 2 - renderingPath: 3 - hdrMode: 1 - realtimeGICPUUsage: 25 - useReflectionProbeBoxProjection: 1 - useReflectionProbeBlending: 1 - useHDR: 1 - useDetailNormalMap: 1 - useCascadedShadowMaps: 1 - prefer32BitShadowMaps: 0 - enableLPPV: 0 - useDitherMaskForAlphaBlendedShadows: 1 - m_Automatic: 0 - m_LightmapStripping: 0 - m_FogStripping: 0 - m_InstancingStripping: 0 - m_LightmapKeepPlain: 1 - m_LightmapKeepDirCombined: 1 - m_LightmapKeepDynamicPlain: 1 - m_LightmapKeepDynamicDirCombined: 1 - m_LightmapKeepShadowMask: 1 - m_LightmapKeepSubtractive: 1 - m_FogKeepLinear: 1 - m_FogKeepExp: 1 - m_FogKeepExp2: 1 - m_AlbedoSwatchInfos: [] - m_LightsUseLinearIntensity: 1 - m_LightsUseColorTemperature: 1 - m_LogWhenShaderIsCompiled: 0 - m_AllowEnlightenSupportForUpgradedProject: 1 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/AllType.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/AllType.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/AllType.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/AllType.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/AllType.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/AllType.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/AllType.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/AllType.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx index edc5d24001a..5c3a4b31f36 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx @@ -323,6 +323,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114231452192305226} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -616,7 +617,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114806364651043532 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/CopyPasteTest.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx index 695062a2962..5d9c117f4a0 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx @@ -2557,6 +2557,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114128410732456472} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/Indeterminate Test.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/InitBlockTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/InitBlockTest.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/InitBlockTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/InitBlockTest.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/InitBlockTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/InitBlockTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/InitBlockTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/InitBlockTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/OutputBlockTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/OutputBlockTest.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/OutputBlockTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/OutputBlockTest.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/OutputBlockTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/OutputBlockTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/OutputBlockTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/OutputBlockTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/UpdateBlockTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXAttributeTests.cs.meta diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXComponentTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXComponentTest.cs new file mode 100644 index 00000000000..746912e1e59 --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXComponentTest.cs @@ -0,0 +1,1284 @@ +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +using System; +using NUnit.Framework; +using UnityEngine; +using UnityEngine.VFX; +using UnityEditor.VFX; +using UnityEngine.Rendering; +using UnityEngine.TestTools; +using System.Linq; +using System.Collections; +using UnityEditor.VFX.Block.Test; +using System.Collections.Generic; + +namespace UnityEditor.VFX.Test +{ + public class VisualEffectTest : ScriptableObject + { + [SerializeField] bool m_Init = false; + + [SerializeField] GameObject m_cubeEmpty; + [SerializeField] GameObject m_sphereEmpty; + [SerializeField] GameObject m_mainObject; + [SerializeField] GameObject m_mainCamera; + + [SerializeField] string m_pathTexture2D_A; + [SerializeField] string m_pathTexture2D_B; + [SerializeField] Texture2D m_texture2D_A; + [SerializeField] Texture2D m_texture2D_B; + [SerializeField] string m_pathTexture2DArray_A; + [SerializeField] string m_pathTexture2DArray_B; + [SerializeField] Texture2DArray m_texture2DArray_A; + [SerializeField] Texture2DArray m_texture2DArray_B; + [SerializeField] string m_pathTexture3D_A; + [SerializeField] string m_pathTexture3D_B; + [SerializeField] Texture3D m_texture3D_A; + [SerializeField] Texture3D m_texture3D_B; + [SerializeField] string m_pathTextureCube_A; + [SerializeField] string m_pathTextureCube_B; + [SerializeField] Cubemap m_textureCube_A; + [SerializeField] Cubemap m_textureCube_B; + [SerializeField] string m_pathTextureCubeArray_A; + [SerializeField] string m_pathTextureCubeArray_B; + [SerializeField] CubemapArray m_textureCubeArray_A; + [SerializeField] CubemapArray m_textureCubeArray_B; + + [OneTimeSetUp] + public void Init() + { + if (m_Init) + return; + m_Init = true; + + System.IO.Directory.CreateDirectory("Assets/Temp"); + var cubeEmptyName = "VFX_Test_Cube_Empty_Name"; + var sphereEmptyName = "VFX_Test_Sphere_Empty_Name"; + + m_cubeEmpty = GameObject.CreatePrimitive(PrimitiveType.Cube); + m_cubeEmpty.name = cubeEmptyName; + m_sphereEmpty = GameObject.CreatePrimitive(PrimitiveType.Sphere); + m_sphereEmpty.name = sphereEmptyName; + + m_pathTexture2D_A = "Assets/texture2D_A.asset"; + m_pathTexture2D_B = "Assets/texture2D_B.asset"; + m_texture2D_A = new Texture2D(16, 16); + m_texture2D_B = new Texture2D(32, 32); + AssetDatabase.CreateAsset(m_texture2D_A, m_pathTexture2D_A); + AssetDatabase.CreateAsset(m_texture2D_B, m_pathTexture2D_B); + m_texture2D_A = AssetDatabase.LoadAssetAtPath(m_pathTexture2D_A); + m_texture2D_B = AssetDatabase.LoadAssetAtPath(m_pathTexture2D_B); + + m_pathTexture2DArray_A = "Assets/texture2DArray_A.asset"; + m_pathTexture2DArray_B = "Assets/texture2DArray_B.asset"; + m_texture2DArray_A = new Texture2DArray(16, 16, 4, TextureFormat.ARGB32, false); + m_texture2DArray_B = new Texture2DArray(32, 32, 4, TextureFormat.ARGB32, false); + AssetDatabase.CreateAsset(m_texture2DArray_A, m_pathTexture2DArray_A); + AssetDatabase.CreateAsset(m_texture2DArray_B, m_pathTexture2DArray_B); + m_texture2DArray_A = AssetDatabase.LoadAssetAtPath(m_pathTexture2DArray_A); + m_texture2DArray_B = AssetDatabase.LoadAssetAtPath(m_pathTexture2DArray_B); + + m_pathTexture3D_A = "Assets/texture3D_A.asset"; + m_pathTexture3D_B = "Assets/texture3D_B.asset"; + m_texture3D_A = new Texture3D(16, 16, 16, TextureFormat.ARGB32, false); + m_texture3D_B = new Texture3D(8, 8, 8, TextureFormat.ARGB32, false); + AssetDatabase.CreateAsset(m_texture3D_A, m_pathTexture3D_A); + AssetDatabase.CreateAsset(m_texture3D_B, m_pathTexture3D_B); + m_texture3D_A = AssetDatabase.LoadAssetAtPath(m_pathTexture3D_A); + m_texture3D_B = AssetDatabase.LoadAssetAtPath(m_pathTexture3D_B); + + m_pathTextureCube_A = "Assets/textureCube_A.asset"; + m_pathTextureCube_B = "Assets/textureCube_B.asset"; + m_textureCube_A = new Cubemap(16, TextureFormat.ARGB32, false); + m_textureCube_B = new Cubemap(32, TextureFormat.ARGB32, false); + AssetDatabase.CreateAsset(m_textureCube_A, m_pathTextureCube_A); + AssetDatabase.CreateAsset(m_textureCube_B, m_pathTextureCube_B); + m_textureCube_A = AssetDatabase.LoadAssetAtPath(m_pathTextureCube_A); + m_textureCube_B = AssetDatabase.LoadAssetAtPath(m_pathTextureCube_B); + + m_pathTextureCubeArray_A = "Assets/textureCubeArray_A.asset"; + m_pathTextureCubeArray_B = "Assets/textureCubeArray_B.asset"; + m_textureCubeArray_A = new CubemapArray(16, 4, TextureFormat.ARGB32, false); + m_textureCubeArray_B = new CubemapArray(32, 4, TextureFormat.ARGB32, false); + AssetDatabase.CreateAsset(m_textureCubeArray_A, m_pathTextureCubeArray_A); + AssetDatabase.CreateAsset(m_textureCubeArray_B, m_pathTextureCubeArray_B); + m_textureCubeArray_A = AssetDatabase.LoadAssetAtPath(m_pathTextureCubeArray_A); + m_textureCubeArray_B = AssetDatabase.LoadAssetAtPath(m_pathTextureCubeArray_B); + + var mainObjectName = "VFX_Test_Main_Object"; + m_mainObject = new GameObject(mainObjectName); + + var mainCameraName = "VFX_Test_Main_Camera"; + m_mainCamera = new GameObject(mainCameraName); + var camera = this.m_mainCamera.AddComponent(); + camera.transform.localPosition = Vector3.one; + camera.transform.LookAt(this.m_mainCamera.transform); + + Time.captureFramerate = 10; + UnityEngine.VFX.VFXManager.fixedTimeStep = 0.1f; + UnityEngine.VFX.VFXManager.maxDeltaTime = 0.1f; + } + + [OneTimeTearDown] + public void CleanUp() + { + m_Init = false; + Debug.unityLogger.logEnabled = true; + Time.captureFramerate = 0; + UnityEngine.VFX.VFXManager.fixedTimeStep = 1.0f / 60.0f; + UnityEngine.VFX.VFXManager.maxDeltaTime = 1.0f / 20.0f; + + UnityEngine.Object.DestroyImmediate(m_mainObject); + UnityEngine.Object.DestroyImmediate(m_cubeEmpty); + UnityEngine.Object.DestroyImmediate(m_sphereEmpty); + UnityEngine.Object.DestroyImmediate(m_mainCamera); + AssetDatabase.DeleteAsset(m_pathTexture2D_A); + AssetDatabase.DeleteAsset(m_pathTexture2D_B); + AssetDatabase.DeleteAsset(m_pathTexture2DArray_A); + AssetDatabase.DeleteAsset(m_pathTexture2DArray_B); + AssetDatabase.DeleteAsset(m_pathTexture3D_A); + AssetDatabase.DeleteAsset(m_pathTexture3D_B); + AssetDatabase.DeleteAsset(m_pathTextureCube_A); + AssetDatabase.DeleteAsset(m_pathTextureCube_B); + AssetDatabase.DeleteAsset(m_pathTextureCubeArray_A); + AssetDatabase.DeleteAsset(m_pathTextureCubeArray_B); + VFXTestCommon.DeleteAllTemporaryGraph(); + } + + VFXGraph CreateGraph_And_System() + { + var graph = VFXTestCommon.MakeTemporaryGraph(); + + var output = ScriptableObject.CreateInstance(); + output.SetSettingValue("castShadows", true); + graph.AddChild(output); + + var contextInitialize = ScriptableObject.CreateInstance(); + + var blockAttributeDesc = VFXLibrary.GetBlocks().FirstOrDefault(o => o.modelType == typeof(Block.SetAttribute)); + var blockAttribute = blockAttributeDesc.CreateInstance(); + blockAttribute.SetSettingValue("attribute", "position"); + contextInitialize.AddChild(blockAttribute); + + contextInitialize.LinkTo(output); + graph.AddChild(contextInitialize); + + var spawner = ScriptableObject.CreateInstance(); + spawner.LinkTo(contextInitialize); + graph.AddChild(spawner); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph));; + + return graph; + } + + [UnityTest] + public IEnumerator CreateComponent_And_Graph_Restart_Component_Expected() + { + yield return new EnterPlayMode(); + + var graph = CreateGraph_And_System(); + + while (m_mainObject.GetComponent() != null) + UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); + var vfxComponent = m_mainObject.AddComponent(); + vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; + + //Assert.DoesNotThrow(() => VisualEffectUtility.GetSpawnerState(vfxComponent, 0)); //N.B. : This cannot be tested after EnterPlayMode due to the closure + int maxFrame = 512; + while (VisualEffectUtility.GetSpawnerState(vfxComponent, 0).totalTime < 1.0f && maxFrame-- > 0) + yield return null; + + Assert.GreaterOrEqual(VisualEffectUtility.GetSpawnerState(vfxComponent, 0).totalTime, 1.0f); + + vfxComponent.enabled = false; + vfxComponent.enabled = true; + yield return null; + + maxFrame = 64; + while (VisualEffectUtility.GetSpawnerState(vfxComponent, 0).totalTime > 1.0f && maxFrame-- > 0) + yield return null; + + Assert.Less(VisualEffectUtility.GetSpawnerState(vfxComponent, 0).totalTime, 1.0f); + + yield return new ExitPlayMode(); + } + + [UnityTest] + public IEnumerator CreateComponent_And_Graph_Modify_It_To_Generate_Expected_Exception() + { + var graph = CreateGraph_And_System(); + yield return null; + + while (m_mainObject.GetComponent() != null) + UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); + var vfxComponent = m_mainObject.AddComponent(); + vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; + Assert.DoesNotThrow(() => VisualEffectUtility.GetSpawnerState(vfxComponent, 0)); + yield return null; + + //Plug a GPU instruction on bounds, excepting an exception while recompiling + var getPositionDesc = VFXLibrary.GetOperators().FirstOrDefault(o => o.modelType == typeof(VFXAttributeParameter) && o.name.Contains(VFXAttribute.Position.name)); + var getPosition = getPositionDesc.CreateInstance(); + graph.AddChild(getPosition); + var initializeContext = graph.children.OfType().FirstOrDefault(); + Assert.AreEqual(VFXValueType.Float3, initializeContext.inputSlots[0][0].valueType); + + getPosition.outputSlots[0].Link(initializeContext.inputSlots[0][0]); + + //LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("Exception while compiling expression graph:*")); < Incorrect with our katana configuration + Debug.unityLogger.logEnabled = false; + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + Debug.unityLogger.logEnabled = true; + Assert.Throws(typeof(IndexOutOfRangeException), () => VisualEffectUtility.GetSpawnerState(vfxComponent, 0)); //This is the exception which matters for this test + } + + [UnityTest] + public IEnumerator CreateComponent_And_VerifyRendererState() + { + yield return new EnterPlayMode(); + var graph = CreateGraph_And_System(); + + //< Same Behavior as Drag & Drop + GameObject currentObject = new GameObject("TemporaryGameObject_RenderState", /*typeof(Transform),*/ typeof(VisualEffect)); + var vfx = currentObject.GetComponent(); + var asset = graph.visualEffectResource.asset; + Assert.IsNotNull(asset); + + vfx.visualEffectAsset = asset; + + int maxFrame = 512; + while (vfx.culled && --maxFrame > 0) + { + yield return null; + } + Assert.IsTrue(maxFrame > 0); + yield return null; + + Assert.IsNotNull(currentObject.GetComponent()); + var actualShadowCastingMode = currentObject.GetComponent().shadowCastingMode; + Assert.AreEqual(actualShadowCastingMode, ShadowCastingMode.On); + + yield return new ExitPlayMode(); + } + + [UnityTest] + public IEnumerator CreateComponent_And_VerifyRenderBounds() + { + yield return new EnterPlayMode(); + var graph = CreateGraph_And_System(); + var initializeContext = graph.children.OfType().FirstOrDefault(); + + var center = new Vector3(1.0f, 2.0f, 3.0f); + var size = new Vector3(111.0f, 222.0f, 333.0f); + + initializeContext.inputSlots[0][0].value = center; + initializeContext.inputSlots[0][1].value = size; + graph.SetExpressionGraphDirty(); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + //< Same Behavior as Drag & Drop + GameObject currentObject = new GameObject("TemporaryGameObject_RenderBounds", /*typeof(Transform),*/ typeof(VisualEffect)); + var vfx = currentObject.GetComponent(); + var asset = graph.visualEffectResource.asset; + Assert.IsNotNull(asset); + + vfx.visualEffectAsset = asset; + + int maxFrame = 512; + while ((vfx.culled + || currentObject.GetComponent().bounds.extents.x == 0.0f) + && --maxFrame > 0) + { + yield return null; + } + Assert.IsTrue(maxFrame > 0); + yield return null; + + var vfxRenderer = currentObject.GetComponent(); + var bounds = vfxRenderer.bounds; + + Assert.AreEqual(center.x, bounds.center.x, 10e-5); + Assert.AreEqual(center.y, bounds.center.y, 10e-5); + Assert.AreEqual(center.z, bounds.center.z, 10e-5); + Assert.AreEqual(size.x / 2.0f, bounds.extents.x, 10e-5); + Assert.AreEqual(size.y / 2.0f, bounds.extents.y, 10e-5); + Assert.AreEqual(size.z / 2.0f, bounds.extents.z, 10e-5); + + yield return new ExitPlayMode(); + } + + [UnityTest] + public IEnumerator CreateComponent_And_Check_NoneTexture_Constraint_Doesnt_Generate_Any_Error() + { + yield return new EnterPlayMode(); + var graph = CreateGraph_And_System(); + + var burst = ScriptableObject.CreateInstance(); + burst.inputSlots.First(o => o.name.ToLowerInvariant().Contains("count")).value = 147.0f; + graph.children.OfType().First().AddChild(burst); + + var operatorSample3D = ScriptableObject.CreateInstance(); + operatorSample3D.inputSlots.First(o => o.valueType == VFXValueType.Texture3D).value = null; + graph.AddChild(operatorSample3D); + + var initialize = graph.children.First(o => o is VFXBasicInitialize); + bool r = operatorSample3D.outputSlots.First().Link(initialize.children.OfType().First().inputSlots.First()); + Assert.IsTrue(r); + graph.SetExpressionGraphDirty(); + graph.RecompileIfNeeded(); + + GameObject currentObject = new GameObject("TemporaryGameObject_NoneTexture", typeof(VisualEffect)); + var vfx = currentObject.GetComponent(); + var asset = graph.visualEffectResource.asset; + vfx.visualEffectAsset = asset; + + int maxFrame = 512; + while ((vfx.culled || vfx.aliveParticleCount == 0) && --maxFrame > 0) + yield return null; + + //Wait for a few frame to be sure the rendering has been triggered + for (int i = 0; i < 3; ++i) + yield return null; + + yield return new ExitPlayMode(); + } + + [UnityTest] + public IEnumerator CreateComponent_And_CheckDimension_Constraint() + { + yield return new EnterPlayMode(); + var graph = VFXTestCommon.MakeTemporaryGraph(); + + var contextInitialize = ScriptableObject.CreateInstance(); + var allType = ScriptableObject.CreateInstance(); + + contextInitialize.AddChild(allType); + graph.AddChild(contextInitialize); + + // Needs a spawner and output for the system to be valid (TODOPAUL : Should not be needed here) + { + var spawner = ScriptableObject.CreateInstance(); + spawner.LinkTo(contextInitialize); + graph.AddChild(spawner); + + var output = ScriptableObject.CreateInstance(); + output.LinkFrom(contextInitialize); + graph.AddChild(output); + } + + var parameter = VFXLibrary.GetParameters().First(o => o.model.type == typeof(Texture2D)).CreateInstance(); + var type = VFXValueType.Texture2D; + + var targetTextureName = "exposed_test_tex2D"; + + if (type != VFXValueType.None) + { + parameter.SetSettingValue("m_ExposedName", targetTextureName); + parameter.SetSettingValue("m_Exposed", true); + graph.AddChild(parameter); + } + + for (int i = 0; i < allType.GetNbInputSlots(); ++i) + { + var currentSlot = allType.GetInputSlot(i); + var expression = currentSlot.GetExpression(); + if (expression != null && expression.valueType == type) + { + currentSlot.Link(parameter.GetOutputSlot(0)); + break; + } + } + + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + while (m_mainObject.GetComponent() != null) + { + UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); + } + var vfxComponent = m_mainObject.AddComponent(); + vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; + + yield return null; + + Assert.IsTrue(vfxComponent.HasTexture(targetTextureName)); + Assert.AreEqual(TextureDimension.Tex2D, vfxComponent.GetTextureDimension(targetTextureName)); + + var renderTartget3D = new RenderTexture(4, 4, 4, RenderTextureFormat.ARGB32); + renderTartget3D.dimension = TextureDimension.Tex3D; + + vfxComponent.SetTexture(targetTextureName, renderTartget3D); + LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("3D")); + Assert.AreNotEqual(renderTartget3D, vfxComponent.GetTexture(targetTextureName)); + + var renderTartget2D = new RenderTexture(4, 4, 4, RenderTextureFormat.ARGB32); + renderTartget2D.dimension = TextureDimension.Tex2D; + vfxComponent.SetTexture(targetTextureName, renderTartget2D); + Assert.AreEqual(renderTartget2D, vfxComponent.GetTexture(targetTextureName)); + yield return null; + + /* + * Actually, this error is only caught in debug mode, ignored in release for performance reason + renderTartget2D.dimension = TextureDimension.Tex3D; //try to hack dimension + Assert.AreEqual(renderTartget2D, vfxComponent.GetTexture(targetTextureName)); + yield return null; + LogAssert.Expect(LogType.Error, new System.Text.RegularExpressions.Regex("3D")); + */ + yield return new ExitPlayMode(); + } + + [UnityTest] + public IEnumerator CreateComponent_Switch_Asset_Keep_Override() + { + yield return new EnterPlayMode(); + + var graph_A = VFXTestCommon.MakeTemporaryGraph(); + var graph_B = VFXTestCommon.MakeTemporaryGraph(); + var parametersVector3Desc = VFXLibrary.GetParameters().Where(o => o.model.type == typeof(Vector3)).First(); + + var commonExposedName = "vorfji"; + var parameter_A = parametersVector3Desc.CreateInstance(); + parameter_A.SetSettingValue("m_ExposedName", commonExposedName); + parameter_A.SetSettingValue("m_Exposed", true); + parameter_A.value = new Vector3(0, 0, 0); + graph_A.AddChild(parameter_A); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph_A)); + + var parameter_B = parametersVector3Desc.CreateInstance(); + parameter_B.SetSettingValue("m_ExposedName", commonExposedName); + parameter_B.SetSettingValue("m_Exposed", true); + parameter_B.value = new Vector3(0, 0, 0); + graph_B.AddChild(parameter_B); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph_B)); + + while (m_mainObject.GetComponent() != null) + UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); + var vfx = m_mainObject.AddComponent(); + vfx.visualEffectAsset = graph_A.visualEffectResource.asset; + Assert.IsTrue(vfx.HasVector3(commonExposedName)); + var expectedOverriden = new Vector3(1, 2, 3); + vfx.SetVector3(commonExposedName, expectedOverriden); + yield return null; + + var actualOverriden = vfx.GetVector3(commonExposedName); + Assert.AreEqual(actualOverriden.x, expectedOverriden.x); Assert.AreEqual(actualOverriden.y, expectedOverriden.y); Assert.AreEqual(actualOverriden.z, expectedOverriden.z); + + vfx.visualEffectAsset = graph_B.visualEffectResource.asset; + yield return null; + + actualOverriden = vfx.GetVector3(commonExposedName); + Assert.AreEqual(actualOverriden.x, expectedOverriden.x); Assert.AreEqual(actualOverriden.y, expectedOverriden.y); Assert.AreEqual(actualOverriden.z, expectedOverriden.z); + + yield return new ExitPlayMode(); + } + +#pragma warning disable 0414 + private static bool[] trueOrFalse = { true, false }; +#pragma warning restore 0414 + + [UnityTest] + public IEnumerator CreateComponent_Modify_Value_Doesnt_Reset([ValueSource("trueOrFalse")] bool modifyValue, [ValueSource("trueOrFalse")] bool modifyAssetValue) + { + yield return new EnterPlayMode(); + + var graph = VFXTestCommon.MakeTemporaryGraph(); + var parametersVector2Desc = VFXLibrary.GetParameters().Where(o => o.model.type == typeof(Vector2)).First(); + + Vector2 expectedValue = new Vector2(1.0f, 2.0f); + + var exposedName = "bvcxw"; + var parameter = parametersVector2Desc.CreateInstance(); + parameter.SetSettingValue("m_ExposedName", exposedName); + parameter.SetSettingValue("m_Exposed", true); + parameter.value = expectedValue; + graph.AddChild(parameter); + + var contextInitialize = ScriptableObject.CreateInstance(); + graph.AddChild(contextInitialize); + + var spawner = ScriptableObject.CreateInstance(); + var constantRate = ScriptableObject.CreateInstance(); + spawner.AddChild(constantRate); + + graph.AddChild(spawner); + spawner.LinkTo(contextInitialize); + + var output = ScriptableObject.CreateInstance(); + graph.AddChild(output); + output.LinkFrom(contextInitialize); + + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + while (m_mainObject.GetComponent() != null) + UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); + var vfx = m_mainObject.AddComponent(); + vfx.visualEffectAsset = graph.visualEffectResource.asset; + Assert.IsTrue(vfx.HasVector2(exposedName)); + if (modifyValue) + { + expectedValue = new Vector2(3.0f, 4.0f); + vfx.SetVector2(exposedName, expectedValue); + } + Assert.AreEqual(expectedValue.x, vfx.GetVector2(exposedName).x); Assert.AreEqual(expectedValue.y, vfx.GetVector2(exposedName).y); + + float spawnerLimit = 1.8f; //Arbitrary enough large time + int maxFrameCount = 1024; + while (maxFrameCount-- > 0) + { + var spawnerState = VisualEffectUtility.GetSpawnerState(vfx, 0u); + if (spawnerState.totalTime > spawnerLimit) + break; + yield return null; + } + Assert.IsTrue(maxFrameCount > 0); + + if (modifyAssetValue) + { + expectedValue = new Vector2(5.0f, 6.0f); + parameter.value = expectedValue; + graph.RecompileIfNeeded(); + } + + if (modifyValue) + { + var editor = Editor.CreateEditor(vfx); + editor.serializedObject.Update(); + + var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); + var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(VFXValueType.Float2)) + ".m_Array"; + var vfxField = propertySheet.FindPropertyRelative(fieldName); + + Assert.AreEqual(1, vfxField.arraySize); + + var property = vfxField.GetArrayElementAtIndex(0); + property = property.FindPropertyRelative("m_Value"); + expectedValue = new Vector2(7.0f, 8.0f); + property.vector2Value = expectedValue; + editor.serializedObject.ApplyModifiedPropertiesWithoutUndo(); + + GameObject.DestroyImmediate(editor); + } + yield return null; + + var spawnerStateFinal = VisualEffectUtility.GetSpawnerState(vfx, 0u); + Assert.IsTrue(spawnerStateFinal.totalTime > spawnerLimit); //Check there isn't any reset time + Assert.IsTrue(vfx.HasVector2(exposedName)); + Assert.AreEqual(expectedValue.x, vfx.GetVector2(exposedName).x); Assert.AreEqual(expectedValue.y, vfx.GetVector2(exposedName).y); + + //Last step, if trying to modify component value, verify reset override restore value in asset without reinit + if (modifyValue) + { + var editor = Editor.CreateEditor(vfx); + editor.serializedObject.Update(); + + var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); + var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(VFXValueType.Float2)) + ".m_Array"; + var vfxField = propertySheet.FindPropertyRelative(fieldName); + + Assert.AreEqual(1, vfxField.arraySize); + + var property = vfxField.GetArrayElementAtIndex(0); + property = property.FindPropertyRelative("m_Overridden"); + expectedValue = (Vector2)parameter.value; + property.boolValue = false; + editor.serializedObject.ApplyModifiedPropertiesWithoutUndo(); + + GameObject.DestroyImmediate(editor); + + yield return null; + spawnerStateFinal = VisualEffectUtility.GetSpawnerState(vfx, 0u); + + Assert.IsTrue(spawnerStateFinal.totalTime > spawnerLimit); //Check there isn't any reset time + Assert.IsTrue(vfx.HasVector2(exposedName)); + Assert.AreEqual(expectedValue.x, vfx.GetVector2(exposedName).x); Assert.AreEqual(expectedValue.y, vfx.GetVector2(exposedName).y); + } + + yield return new ExitPlayMode(); + } + + [UnityTest] + public IEnumerator CreateComponent_Modify_Asset_Keep_Override() + { + yield return new EnterPlayMode(); + var graph = VFXTestCommon.MakeTemporaryGraph(); + + var parametersVector3Desc = VFXLibrary.GetParameters().Where(o => o.model.type == typeof(Vector3)).First(); + + var exposedName = "poiuyt"; + var parameter = parametersVector3Desc.CreateInstance(); + parameter.SetSettingValue("m_ExposedName", exposedName); + parameter.SetSettingValue("m_Exposed", true); + parameter.value = new Vector3(0, 0, 0); + graph.AddChild(parameter); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + while (m_mainObject.GetComponent() != null) + UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); + var vfx = m_mainObject.AddComponent(); + vfx.visualEffectAsset = graph.visualEffectResource.asset; + Assert.IsTrue(vfx.HasVector3(exposedName)); + var expectedOverriden = new Vector3(1, 2, 3); + vfx.SetVector3(exposedName, expectedOverriden); + + yield return null; + + var actualOverriden = vfx.GetVector3(exposedName); + Assert.AreEqual(actualOverriden.x, expectedOverriden.x); Assert.AreEqual(actualOverriden.y, expectedOverriden.y); Assert.AreEqual(actualOverriden.z, expectedOverriden.z); + + /* Add system & another exposed */ + var contextInitialize = ScriptableObject.CreateInstance(); + var allType = ScriptableObject.CreateInstance(); + + contextInitialize.AddChild(allType); + graph.AddChild(contextInitialize); + + var spawner = ScriptableObject.CreateInstance(); + spawner.LinkTo(contextInitialize); + graph.AddChild(spawner); + + var output = ScriptableObject.CreateInstance(); + output.LinkFrom(contextInitialize); + graph.AddChild(output); + + var parameter_Other = parametersVector3Desc.CreateInstance(); + var exposedName_Other = "tyuiop"; + parameter_Other.SetSettingValue("m_ExposedName", exposedName_Other); + parameter_Other.SetSettingValue("m_Exposed", true); + parameter_Other.value = new Vector3(6, 6, 6); + graph.AddChild(parameter_Other); + parameter.value = new Vector3(5, 5, 5); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + yield return null; + + Assert.IsTrue(vfx.HasVector3(exposedName)); + Assert.IsTrue(vfx.HasVector3(exposedName_Other)); + actualOverriden = vfx.GetVector3(exposedName); + + Assert.AreEqual(actualOverriden.x, expectedOverriden.x); + Assert.AreEqual(actualOverriden.y, expectedOverriden.y); + Assert.AreEqual(actualOverriden.z, expectedOverriden.z); + + yield return new ExitPlayMode(); + } + + [UnityTest] + public IEnumerator Create_Component_With_All_Basic_Type_Exposed_Check_Exposed_API() + { + var graph = VFXTestCommon.MakeTemporaryGraph(); + var types = Enum.GetValues(typeof(VFXValueType)).Cast() + .Where(e => e != VFXValueType.Spline + && e != VFXValueType.Buffer //TODO : Remove this when Buffer as exposed property is possible + && e != VFXValueType.None).ToArray(); + + foreach (var type in types) + { + var parameterDesc = VFXLibrary.GetParameters().First(o => VFXExpression.GetVFXValueTypeFromType(o.model.type) == type); + var newInstance = parameterDesc.CreateInstance(); + + newInstance.SetSettingValue("m_ExposedName", "abcd_" + type.ToString()); + newInstance.SetSettingValue("m_Exposed", true); + graph.AddChild(newInstance); + } + + + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + yield return null; + + var vfxAsset = graph.visualEffectResource.asset; + + var exposedProperties = new List(); + vfxAsset.GetExposedProperties(exposedProperties); + foreach (var type in types) + { + var expectedType = VFXExpression.TypeToType(type); + var whereExpectedType = exposedProperties.Where(o => o.type == expectedType); + Assert.IsTrue(whereExpectedType.Any()); + var expectedName = "abcd_" + type.ToString(); + var whereExpectedName = whereExpectedType.Where(o => o.name == expectedName); + Assert.AreEqual(1, whereExpectedName.Count()); + + var entry = whereExpectedName.First(); + if (entry.type == typeof(Texture)) + { + var dimension = vfxAsset.GetTextureDimension(entry.name); + switch (dimension) + { + case TextureDimension.Tex2D: Assert.AreEqual(type, VFXValueType.Texture2D); break; + case TextureDimension.Tex3D: Assert.AreEqual(type, VFXValueType.Texture3D); break; + case TextureDimension.Cube: Assert.AreEqual(type, VFXValueType.TextureCube); break; + case TextureDimension.Tex2DArray: Assert.AreEqual(type, VFXValueType.Texture2DArray); break; + case TextureDimension.CubeArray: Assert.AreEqual(type, VFXValueType.TextureCubeArray); break; + default: Assert.Fail("Unknown expected type"); break; + } + } + else + { + Assert.IsFalse(VFXExpression.IsTexture(type)); + } + } + Assert.AreEqual(types.Length, exposedProperties.Count); + } + + private object GetValue_A_Type(Type type) + { + if (typeof(float) == type) + return 2.0f; + else if (typeof(Vector2) == type) + return new Vector2(3.0f, 4.0f); + else if (typeof(Vector3) == type) + return new Vector3(8.0f, 9.0f, 10.0f); + else if (typeof(Vector4) == type) + return new Vector4(11.0f, 12.0f, 13.0f, 14.0f); + else if (typeof(Color) == type) + return new Color(0.1f, 0.2f, 0.3f, 0.4f); + else if (typeof(int) == type) + return 15; + else if (typeof(uint) == type) + return 16u; + else if (typeof(AnimationCurve) == type) + return new AnimationCurve(new Keyframe(0, 13), new Keyframe(1, 14)); + else if (typeof(Gradient) == type) + return new Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.white, 0.2f) } }; + else if (typeof(Mesh) == type) + return m_cubeEmpty.GetComponent().sharedMesh; + else if (typeof(Texture2D) == type) + return m_texture2D_A; + else if (typeof(Texture2DArray) == type) + return m_texture2DArray_A; + else if (typeof(Texture3D) == type) + return m_texture3D_A; + else if (typeof(Cubemap) == type) + return m_textureCube_A; + else if (typeof(CubemapArray) == type) + return m_textureCubeArray_A; + else if (typeof(bool) == type) + return true; + else if (typeof(Matrix4x4) == type) + return Matrix4x4.identity; + return null; + } + + private object GetValue_B_Type(Type type) + { + if (typeof(float) == type) + return 50.0f; + else if (typeof(Vector2) == type) + return new Vector2(53.0f, 54.0f); + else if (typeof(Vector3) == type) + return new Vector3(58.0f, 59.0f, 510.0f); + else if (typeof(Vector4) == type || typeof(Color) == type)// ValueB_Type is used to set a component value, so return a Vector4 with color values + return new Vector4(511.0f, 512.0f, 513.0f, 514.0f); + else if (typeof(int) == type) + return 515; + else if (typeof(uint) == type) + return 516u; + else if (typeof(AnimationCurve) == type) + return new AnimationCurve(new Keyframe(0, 47), new Keyframe(0.5f, 23), new Keyframe(1.0f, 17)); + else if (typeof(Gradient) == type) + return new Gradient() { colorKeys = new GradientColorKey[] { new GradientColorKey(Color.white, 0.2f), new GradientColorKey(Color.black, 0.6f) } }; + else if (typeof(Mesh) == type) + return m_sphereEmpty.GetComponent().sharedMesh; + else if (typeof(Texture2D) == type) + return m_texture2D_B; + else if (typeof(Texture2DArray) == type) + return m_texture2DArray_B; + else if (typeof(Texture3D) == type) + return m_texture3D_B; + else if (typeof(Cubemap) == type) + return m_textureCube_B; + else if (typeof(CubemapArray) == type) + return m_textureCubeArray_B; + else if (typeof(bool) == type) + return true; + else if (typeof(Matrix4x4) == type) + return Matrix4x4.identity; + return null; + } + + bool fnHas_UsingBindings(VFXValueType type, VisualEffect vfx, string name) + { + switch (type) + { + case VFXValueType.Float: return vfx.HasFloat(name); + case VFXValueType.Float2: return vfx.HasVector2(name); + case VFXValueType.Float3: return vfx.HasVector3(name); + case VFXValueType.Float4: return vfx.HasVector4(name); + case VFXValueType.Int32: return vfx.HasInt(name); + case VFXValueType.Uint32: return vfx.HasUInt(name); + case VFXValueType.Curve: return vfx.HasAnimationCurve(name); + case VFXValueType.ColorGradient: return vfx.HasGradient(name); + case VFXValueType.Mesh: return vfx.HasMesh(name); + case VFXValueType.Texture2D: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Tex2D; + case VFXValueType.Texture2DArray: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Tex2DArray; + case VFXValueType.Texture3D: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Tex3D; + case VFXValueType.TextureCube: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.Cube; + case VFXValueType.TextureCubeArray: return vfx.HasTexture(name) && vfx.GetTextureDimension(name) == TextureDimension.CubeArray; + case VFXValueType.Boolean: return vfx.HasBool(name); + case VFXValueType.Matrix4x4: return vfx.HasMatrix4x4(name); + } + return false; + } + + object fnGet_UsingBindings(VFXValueType type, VisualEffect vfx, string name) + { + switch (type) + { + case VFXValueType.Float: return vfx.GetFloat(name); + case VFXValueType.Float2: return vfx.GetVector2(name); + case VFXValueType.Float3: return vfx.GetVector3(name); + case VFXValueType.Float4: return vfx.GetVector4(name); + case VFXValueType.Int32: return vfx.GetInt(name); + case VFXValueType.Uint32: return vfx.GetUInt(name); + case VFXValueType.Curve: return vfx.GetAnimationCurve(name); + case VFXValueType.ColorGradient: return vfx.GetGradient(name); + case VFXValueType.Mesh: return vfx.GetMesh(name); + case VFXValueType.Texture2D: + case VFXValueType.Texture2DArray: + case VFXValueType.Texture3D: + case VFXValueType.TextureCube: + case VFXValueType.TextureCubeArray: return vfx.GetTexture(name); + case VFXValueType.Boolean: return vfx.GetBool(name); + case VFXValueType.Matrix4x4: return vfx.GetMatrix4x4(name); + } + return null; + } + + void fnSet_UsingBindings(VFXValueType type, VisualEffect vfx, string name, object value) + { + switch (type) + { + case VFXValueType.Float: vfx.SetFloat(name, (float)value); break; + case VFXValueType.Float2: vfx.SetVector2(name, (Vector2)value); break; + case VFXValueType.Float3: vfx.SetVector3(name, (Vector3)value); break; + case VFXValueType.Float4: vfx.SetVector4(name, (Vector4)value); break; + case VFXValueType.Int32: vfx.SetInt(name, (int)value); break; + case VFXValueType.Uint32: vfx.SetUInt(name, (uint)value); break; + case VFXValueType.Curve: vfx.SetAnimationCurve(name, (AnimationCurve)value); break; + case VFXValueType.ColorGradient: vfx.SetGradient(name, (Gradient)value); break; + case VFXValueType.Mesh: vfx.SetMesh(name, (Mesh)value); break; + case VFXValueType.Texture2D: + case VFXValueType.Texture2DArray: + case VFXValueType.Texture3D: + case VFXValueType.TextureCube: + case VFXValueType.TextureCubeArray: vfx.SetTexture(name, (Texture)value); break; + case VFXValueType.Boolean: vfx.SetBool(name, (bool)value); break; + case VFXValueType.Matrix4x4: vfx.SetMatrix4x4(name, (Matrix4x4)value); break; + } + } + + bool fnHas_UsingSerializedProperty(VFXValueType type, VisualEffect vfx, string name) + { + var editor = Editor.CreateEditor(vfx); + try + { + var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); + var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(type)) + ".m_Array"; + var vfxField = propertySheet.FindPropertyRelative(fieldName); + if (vfxField != null) + { + for (int i = 0; i < vfxField.arraySize; ++i) + { + var property = vfxField.GetArrayElementAtIndex(i); + var nameProperty = property.FindPropertyRelative("m_Name").stringValue; + if (nameProperty == name) + { + return true; + } + } + } + } + finally + { + GameObject.DestroyImmediate(editor); + } + return false; + } + + Matrix4x4 fnMatrixFromSerializedProperty(SerializedProperty property) + { + var mat = new Matrix4x4(); + + mat.m00 = property.FindPropertyRelative("e00").floatValue; + mat.m01 = property.FindPropertyRelative("e01").floatValue; + mat.m02 = property.FindPropertyRelative("e02").floatValue; + mat.m03 = property.FindPropertyRelative("e03").floatValue; + + mat.m10 = property.FindPropertyRelative("e10").floatValue; + mat.m11 = property.FindPropertyRelative("e11").floatValue; + mat.m12 = property.FindPropertyRelative("e12").floatValue; + mat.m13 = property.FindPropertyRelative("e13").floatValue; + + mat.m20 = property.FindPropertyRelative("e20").floatValue; + mat.m21 = property.FindPropertyRelative("e21").floatValue; + mat.m22 = property.FindPropertyRelative("e22").floatValue; + mat.m23 = property.FindPropertyRelative("e23").floatValue; + + mat.m30 = property.FindPropertyRelative("e30").floatValue; + mat.m31 = property.FindPropertyRelative("e31").floatValue; + mat.m32 = property.FindPropertyRelative("e32").floatValue; + mat.m33 = property.FindPropertyRelative("e33").floatValue; + + return mat; + } + + void fnMatrixToSerializedProperty(SerializedProperty property, Matrix4x4 mat) + { + property.FindPropertyRelative("e00").floatValue = mat.m00; + property.FindPropertyRelative("e01").floatValue = mat.m01; + property.FindPropertyRelative("e02").floatValue = mat.m02; + property.FindPropertyRelative("e03").floatValue = mat.m03; + + property.FindPropertyRelative("e10").floatValue = mat.m10; + property.FindPropertyRelative("e11").floatValue = mat.m11; + property.FindPropertyRelative("e12").floatValue = mat.m12; + property.FindPropertyRelative("e13").floatValue = mat.m13; + + property.FindPropertyRelative("e20").floatValue = mat.m20; + property.FindPropertyRelative("e21").floatValue = mat.m21; + property.FindPropertyRelative("e22").floatValue = mat.m22; + property.FindPropertyRelative("e23").floatValue = mat.m23; + + property.FindPropertyRelative("e30").floatValue = mat.m30; + property.FindPropertyRelative("e31").floatValue = mat.m31; + property.FindPropertyRelative("e32").floatValue = mat.m32; + property.FindPropertyRelative("e33").floatValue = mat.m33; + } + + object fnGet_UsingSerializedProperty(VFXValueType type, VisualEffect vfx, string name) + { + var editor = Editor.CreateEditor(vfx); + try + { + var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); + editor.serializedObject.Update(); + + var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(type)) + ".m_Array"; + var vfxField = propertySheet.FindPropertyRelative(fieldName); + if (vfxField != null) + { + for (int i = 0; i < vfxField.arraySize; ++i) + { + var property = vfxField.GetArrayElementAtIndex(i); + var nameProperty = property.FindPropertyRelative("m_Name").stringValue; + if (nameProperty == name) + { + property = property.FindPropertyRelative("m_Value"); + + switch (type) + { + case VFXValueType.Float: return property.floatValue; + case VFXValueType.Float2: return property.vector2Value; + case VFXValueType.Float3: return property.vector3Value; + case VFXValueType.Float4: return property.vector4Value; + case VFXValueType.Int32: return property.intValue; + case VFXValueType.Uint32: return property.intValue; // there isn't uintValue + case VFXValueType.Curve: return property.animationCurveValue; + case VFXValueType.ColorGradient: return property.gradientValue; + case VFXValueType.Mesh: return property.objectReferenceValue; + case VFXValueType.Texture2D: + case VFXValueType.Texture2DArray: + case VFXValueType.Texture3D: + case VFXValueType.TextureCube: + case VFXValueType.TextureCubeArray: return property.objectReferenceValue; + case VFXValueType.Boolean: return property.boolValue; + case VFXValueType.Matrix4x4: return fnMatrixFromSerializedProperty(property); + } + Assert.Fail(); + } + } + } + } + finally + { + GameObject.DestroyImmediate(editor); + } + return null; + } + + void fnSet_UsingSerializedProperty(VFXValueType type, VisualEffect vfx, string name, object value) + { + var editor = Editor.CreateEditor(vfx); + try + { + editor.serializedObject.Update(); + + var propertySheet = editor.serializedObject.FindProperty("m_PropertySheet"); + var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(type)) + ".m_Array"; + var vfxField = propertySheet.FindPropertyRelative(fieldName); + if (vfxField != null) + { + for (int i = 0; i < vfxField.arraySize; ++i) + { + var property = vfxField.GetArrayElementAtIndex(i); + var propertyName = property.FindPropertyRelative("m_Name").stringValue; + if (propertyName == name) + { + var propertyValue = property.FindPropertyRelative("m_Value"); + var propertyOverriden = property.FindPropertyRelative("m_Overridden"); + + switch (type) + { + case VFXValueType.Float: propertyValue.floatValue = (float)value; break; + case VFXValueType.Float2: propertyValue.vector2Value = (Vector2)value; break; + case VFXValueType.Float3: propertyValue.vector3Value = (Vector3)value; break; + case VFXValueType.Float4: propertyValue.vector4Value = (Vector4)value; break; + case VFXValueType.Int32: propertyValue.intValue = (int)value; break; + case VFXValueType.Uint32: propertyValue.intValue = (int)((uint)value); break; // there isn't uintValue + case VFXValueType.Curve: propertyValue.animationCurveValue = (AnimationCurve)value; break; + case VFXValueType.ColorGradient: propertyValue.gradientValue = (Gradient)value; break; + case VFXValueType.Mesh: propertyValue.objectReferenceValue = (UnityEngine.Object)value; break; + case VFXValueType.Texture2D: + case VFXValueType.Texture2DArray: + case VFXValueType.Texture3D: + case VFXValueType.TextureCube: + case VFXValueType.TextureCubeArray: propertyValue.objectReferenceValue = (UnityEngine.Object)value; break; + case VFXValueType.Boolean: propertyValue.boolValue = (bool)value; break; + case VFXValueType.Matrix4x4: fnMatrixToSerializedProperty(propertyValue, (Matrix4x4)value); break; + } + propertyOverriden.boolValue = true; + } + } + } + editor.serializedObject.ApplyModifiedProperties(); + } + finally + { + GameObject.DestroyImmediate(editor); + } + } + + [UnityTest] + public IEnumerator CreateComponentWithAllBasicTypeExposed([ValueSource("trueOrFalse")] bool linkMode, [ValueSource("trueOrFalse")] bool bindingModes) + { + yield return new EnterPlayMode(); + var commonBaseName = "abcd_"; + + var graph = VFXTestCommon.MakeTemporaryGraph(); + + var contextInitialize = ScriptableObject.CreateInstance(); + var allType = ScriptableObject.CreateInstance(); + + contextInitialize.AddChild(allType); + graph.AddChild(contextInitialize); + + // Needs a spawner and output for the system to be valid + { + var spawner = ScriptableObject.CreateInstance(); + spawner.LinkTo(contextInitialize); + graph.AddChild(spawner); + + var output = ScriptableObject.CreateInstance(); + output.LinkFrom(contextInitialize); + graph.AddChild(output); + } + + var types = Enum.GetValues(typeof(VFXValueType)).Cast() + .Where(e => e != VFXValueType.Spline + && e != VFXValueType.Buffer //TODO : Remove this when Buffer as exposed property is possible + && e != VFXValueType.None).ToArray(); + foreach (var parameter in VFXLibrary.GetParameters()) + { + var newInstance = parameter.CreateInstance(); + + VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(newInstance.type) == e); + if (type != VFXValueType.None) + { + newInstance.SetSettingValue("m_ExposedName", commonBaseName + newInstance.type.UserFriendlyName()); + newInstance.SetSettingValue("m_Exposed", true); + var value = GetValue_A_Type(newInstance.type); + Assert.IsNotNull(value); + newInstance.value = value; + graph.AddChild(newInstance); + } + } + + if (linkMode) + { + foreach (var type in types) + { + VFXSlot slot = null; + for (int i = 0; i < allType.GetNbInputSlots(); ++i) + { + var currentSlot = allType.GetInputSlot(i); + var expression = currentSlot.GetExpression(); + if (expression != null && expression.valueType == type) + { + slot = currentSlot; + break; + } + } + Assert.IsNotNull(slot, type.ToString()); + + var parameter = graph.children.OfType().FirstOrDefault(o => + { + if (o.GetNbOutputSlots() > 0) + { + var expression = o.outputSlots[0].GetExpression(); + if (expression != null && expression.valueType == type) + { + return true; + } + } + return false; + }); + Assert.IsNotNull(parameter, "parameter with type : " + type.ToString()); + slot.Link(parameter.GetOutputSlot(0)); + } + } + + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + while (m_mainObject.GetComponent() != null) + { + UnityEngine.Object.DestroyImmediate(m_mainObject.GetComponent()); + } + var vfxComponent = m_mainObject.AddComponent(); + vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; + + yield return null; + + Func fnCompareCurve = delegate(AnimationCurve left, AnimationCurve right) + { + return left.keys.Length == right.keys.Length; + }; + + Func fnCompareGradient = delegate(Gradient left, Gradient right) + { + return left.colorKeys.Length == right.colorKeys.Length; + }; + + //Check default Value_A & change to Value_B (At this stage, it's useless to access with SerializedProperty) + foreach (var parameter in VFXLibrary.GetParameters()) + { + VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(parameter.model.type) == e); + if (type == VFXValueType.None) + continue; + var currentName = commonBaseName + parameter.model.type.UserFriendlyName(); + var baseValue = GetValue_A_Type(parameter.model.type); + var newValue = GetValue_B_Type(parameter.model.type); + + Assert.IsTrue(fnHas_UsingBindings(type, vfxComponent, currentName)); + var currentValue = fnGet_UsingBindings(type, vfxComponent, currentName); + if (type == VFXValueType.ColorGradient) + { + Assert.IsTrue(fnCompareGradient((Gradient)baseValue, (Gradient)currentValue)); + } + else if (type == VFXValueType.Curve) + { + Assert.IsTrue(fnCompareCurve((AnimationCurve)baseValue, (AnimationCurve)currentValue)); + } + else if (parameter.model.type == typeof(Color)) + { + Color col = (Color)baseValue; + Assert.AreEqual(new Vector4(col.r, col.g, col.b, col.a), currentValue); + } + else + { + Assert.AreEqual(baseValue, currentValue); + } + fnSet_UsingBindings(type, vfxComponent, currentName, newValue); + + yield return null; + } + + //Compare new setted values + foreach (var parameter in VFXLibrary.GetParameters()) + { + VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(parameter.model.type) == e); + if (type == VFXValueType.None) + continue; + var currentName = commonBaseName + parameter.model.type.UserFriendlyName(); + var baseValue = GetValue_B_Type(parameter.model.type); + if (bindingModes) + Assert.IsTrue(fnHas_UsingBindings(type, vfxComponent, currentName)); + else + Assert.IsTrue(fnHas_UsingSerializedProperty(type, vfxComponent, currentName)); + + object currentValue = null; + if (bindingModes) + currentValue = fnGet_UsingBindings(type, vfxComponent, currentName); + else + currentValue = fnGet_UsingSerializedProperty(type, vfxComponent, currentName); + + //current = fnGet(type, vfxComponent, currentName); + if (type == VFXValueType.ColorGradient) + { + Assert.IsTrue(fnCompareGradient((Gradient)baseValue, (Gradient)currentValue)); + } + else if (type == VFXValueType.Curve) + { + Assert.IsTrue(fnCompareCurve((AnimationCurve)baseValue, (AnimationCurve)currentValue)); + } + else + { + Assert.AreEqual(baseValue, currentValue); + } + yield return null; + } + + //Test ResetOverride function + foreach (var parameter in VFXLibrary.GetParameters()) + { + VFXValueType type = types.FirstOrDefault(e => VFXExpression.GetVFXValueTypeFromType(parameter.model.type) == e); + if (type == VFXValueType.None) + continue; + var currentName = commonBaseName + parameter.model.type.UserFriendlyName(); + vfxComponent.ResetOverride(currentName); + + { + //If we use bindings, internal value is restored but it doesn't change serialized property (strange at first but intended behavior) + var baseValue = bindingModes ? GetValue_A_Type(parameter.model.type) : GetValue_B_Type(parameter.model.type); + + object currentValue = null; + if (bindingModes) + currentValue = fnGet_UsingBindings(type, vfxComponent, currentName); + else + currentValue = fnGet_UsingSerializedProperty(type, vfxComponent, currentName); + if (type == VFXValueType.ColorGradient) + { + Assert.IsTrue(fnCompareGradient((Gradient)baseValue, (Gradient)currentValue)); + } + else if (type == VFXValueType.Curve) + { + Assert.IsTrue(fnCompareCurve((AnimationCurve)baseValue, (AnimationCurve)currentValue)); + } + else if (bindingModes && parameter.model.type == typeof(Color)) + { + Color col = (Color)baseValue; + Assert.AreEqual(new Vector4(col.r, col.g, col.b, col.a), currentValue); + } + else + { + Assert.AreEqual(baseValue, currentValue); + } + } + + if (!bindingModes) + { + var internalValue = fnGet_UsingBindings(type, vfxComponent, currentName); + var originalAssetValue = GetValue_A_Type(parameter.model.type); + + if (type == VFXValueType.ColorGradient) + { + Assert.IsTrue(fnCompareGradient((Gradient)originalAssetValue, (Gradient)internalValue)); + } + else if (type == VFXValueType.Curve) + { + Assert.IsTrue(fnCompareCurve((AnimationCurve)originalAssetValue, (AnimationCurve)internalValue)); + } + else if (parameter.model.type == typeof(Color)) + { + Color col = (Color)originalAssetValue; + Assert.AreEqual(new Vector4(col.r, col.g, col.b, col.a), internalValue); + } + else + { + Assert.AreEqual(originalAssetValue, internalValue); + } + } + yield return null; + } + yield return new ExitPlayMode(); + } + } +} +#endif diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXComponentTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXComponentTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXComponentTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXComponentTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXContextTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXContextTests.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXContextTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXContextTests.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXContextTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXContextTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXContextTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXContextTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXControllerTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXControllerTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXControllerTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXControllerTests.cs index a52c5ab8e2e..46c423896d9 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXControllerTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXControllerTests.cs @@ -346,7 +346,6 @@ public void UndoRedoChangeSpace() Undo.PerformUndo(); //Should go back to local Assert.AreEqual((inlineOperatorController.model as VFXInlineOperator).inputSlots[0].space, VFXCoordinateSpace.Local); Assert.AreEqual((inlineOperatorController.model as VFXInlineOperator).inputSlots[0].GetSpaceTransformationType(), SpaceableType.Position); - } [Test] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXControllerTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXControllerTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXControllerTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXControllerTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXConverterTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXConverterTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXConverterTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXConverterTests.cs index 9459a99914e..2e672723e3a 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXConverterTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXConverterTests.cs @@ -184,6 +184,7 @@ public void FailingConvertTest([ValueSource("failingConversions")] Conversion co LogAssert.Expect(LogType.Error, string.Format("Cannot cast from {0} to {1}", conversion.value.GetType(), conversion.targetType)); Assert.IsNull(VFXConverter.ConvertTo(conversion.value, conversion.targetType)); } + #endif [Test] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXConverterTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXConverterTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXConverterTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXConverterTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyBufferTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs similarity index 96% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs index edf1997b007..0cf8eeab9e9 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs @@ -60,10 +60,10 @@ public override string ToString() private static CutBefore[] cutBeforeSource = new CutBefore[] { - new CutBefore() { taskType = VFXTaskType.Spawner }, - new CutBefore() { taskType = VFXTaskType.Initialize }, - new CutBefore() { taskType = VFXTaskType.Update }, - new CutBefore() { taskType = VFXTaskType.Output }, + new CutBefore() { taskType = VFXTaskType.Spawner }, + new CutBefore() { taskType = VFXTaskType.Initialize }, + new CutBefore() { taskType = VFXTaskType.Update }, + new CutBefore() { taskType = VFXTaskType.Output }, }; [UnityTest] public IEnumerator CopyPast_Context_And_Relink([ValueSource("cutBeforeSource")] CutBefore cutBeforeEncapsultor) diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPastGlobalTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs index 374295434ab..f5342f669b6 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs @@ -196,7 +196,7 @@ public void CopyPasteSpacableOperator() var inlineOperatorDesc = VFXLibrary.GetOperators().Where(t => t.modelType == typeof(VFXInlineOperator)).First(); var newOperator = m_ViewController.AddVFXOperator(new Vector2(100, 100), inlineOperatorDesc); - newOperator.SetSettingValue("m_Type",new SerializableType(typeof(DirectionType))); + newOperator.SetSettingValue("m_Type", new SerializableType(typeof(DirectionType))); m_ViewController.ApplyChanges(); var operatorController = m_ViewController.allChildren.OfType().First(); @@ -432,7 +432,6 @@ public void PasteSystems() // Assert all names are unique, and the expected number of elements was obtained Assert.IsTrue(uniqueNames.Count() == spawnerCount + GPUSystemsCount, "Some systems have the same name or are null or empty."); } - } } #endif diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCopyPasteTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerSample.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerTest.cs.meta diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs new file mode 100644 index 00000000000..ae77e7dd26f --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs @@ -0,0 +1,32 @@ +using System; +using UnityEngine; +using UnityEngine.VFX; + +namespace UnityEditor.VFX +{ + class VFXCustomSpawnerUpdateCounterTest : VFXSpawnerCallbacks + { + public class InputProperties + { + } + + public static uint s_UpdateCount = 0u; + public static float s_LastDeltaTime = 0.0f; + public override void OnPlay(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) + { + } + + public override void OnUpdate(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) + { + if (state.deltaTime != 0.0f) + { + s_UpdateCount++; + s_LastDeltaTime = state.deltaTime; + } + } + + public override void OnStop(VFXSpawnerState state, VFXExpressionValues vfxValues, VisualEffect vfxComponent) + { + } + } +} diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs.meta new file mode 100644 index 00000000000..e3bd7e52bb2 --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXCustomSpawnerUpdateCounterTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c3bc4d406d3bd3c4e95b040569cc9b9b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDataTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDataTests.cs similarity index 84% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDataTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDataTests.cs index 65314da8702..aaa9b372de8 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDataTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDataTests.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using System; using NUnit.Framework; using UnityEngine; @@ -161,6 +161,34 @@ public void CheckAttributes() Assert.IsFalse(data.IsCurrentAttributeWritten(attrib3)); Assert.IsTrue(data.IsCurrentAttributeWritten(attrib4)); } + + [Test] + public void CheckCapacityCannotBeZero() + { + var init = ScriptableObject.CreateInstance(); + var data = init.GetData(); + data.SetSettingValue("capacity", 0u); + uint capacity = (uint)data.GetSettingValue("capacity"); + Assert.NotZero(capacity); + } + + [Test] + public void CheckStripCapacityCannotBeZero() + { + var init = ScriptableObject.CreateInstance(); + var data = init.GetData(); + data.SetSettingValue("dataType", VFXDataParticle.DataType.ParticleStrip); + data.SetSettingValue("stripCapacity", 0u); + data.SetSettingValue("particlePerStripCount", 0u); + + uint capacity = (uint)data.GetSettingValue("capacity"); + uint stripCapacity = (uint)data.GetSettingValue("stripCapacity"); + uint particlePerStripCount = (uint)data.GetSettingValue("particlePerStripCount"); + + Assert.NotZero(capacity); + Assert.NotZero(stripCapacity); + Assert.NotZero(particlePerStripCount); + } } } #endif diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDataTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDataTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDataTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDataTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs similarity index 95% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs index 601533653eb..0c4a13fd70a 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs @@ -46,10 +46,16 @@ public void CleanUp() UnityEngine.Object.DestroyImmediate(m_camera); } + static VFXModelDescriptor GetTotalTimeOperator() + { + string opName = ObjectNames.NicifyVariableName(VFXExpressionOperation.TotalTime.ToString()); + return VFXLibrary.GetOperators().First(o => o.name == opName); + } + [UnityTest] public IEnumerator Create_Asset_And_Component_Check_Expected_TotalTime() { - EditorApplication.ExecuteMenuItem("Window/General/Game"); + yield return new EnterPlayMode(); var graph = VFXTestCommon.MakeTemporaryGraph(); var spawnerContext = ScriptableObject.CreateInstance(); @@ -64,9 +70,7 @@ public IEnumerator Create_Asset_And_Component_Check_Expected_TotalTime() initContext.LinkTo(outputContext); var slotRate = constantRate.GetInputSlot(0); - string opName = ObjectNames.NicifyVariableName(VFXExpressionOperation.TotalTime.ToString()); - - var totalTime = VFXLibrary.GetOperators().First(o => o.name == opName).CreateInstance(); + var totalTime = GetTotalTimeOperator().CreateInstance(); slotRate.Link(totalTime.GetOutputSlot(0)); spawnerContext.AddChild(constantRate); @@ -75,14 +79,14 @@ public IEnumerator Create_Asset_And_Component_Check_Expected_TotalTime() AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); var expressionIndex = graph.FindReducedExpressionIndexFromSlotCPU(slotRate); - while (m_gameObject.GetComponent() != null) UnityEngine.Object.DestroyImmediate(m_gameObject.GetComponent()); + while (m_gameObject.GetComponent() != null) + UnityEngine.Object.DestroyImmediate(m_gameObject.GetComponent()); var vfxComponent = m_gameObject.AddComponent(); vfxComponent.visualEffectAsset = graph.visualEffectResource.asset; int maxFrame = 512; while (vfxComponent.culled && --maxFrame > 0) { - yield return null; } Assert.IsTrue(maxFrame > 0); @@ -93,6 +97,7 @@ public IEnumerator Create_Asset_And_Component_Check_Expected_TotalTime() yield return null; } Assert.IsTrue(maxFrame > 0); + yield return new ExitPlayMode(); } #pragma warning disable 0414 @@ -209,6 +214,7 @@ public IEnumerator CreateAsset_And_Check_Exception_On_Invalid_Graph() yield return null; } + #endif } } diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXDebugExpressionTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs similarity index 96% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs index b54f7d63f65..307f0f7eb36 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using NUnit.Framework; using System; using System.Collections.Generic; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionColorTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs index 85a1cd1b234..a75877570c2 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using NUnit.Framework; using System; using System.Linq; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionGraphTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs index 0c7e6aa8bd3..06a2f3338e3 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs @@ -333,7 +333,6 @@ public void ProcessVanDerCorputSequence() } } - public struct Min_Max_Expression_Folding_TestCase { internal string name; @@ -347,7 +346,7 @@ public override string ToString() }; static private string[] k_Min_Max_Expression_Folding_TestCase_Names = Generate_Min_Max_Expression_Folding_TestCase().Select(o => o.name).ToArray(); - + static private IEnumerable Generate_Min_Max_Expression_Folding_TestCase() { var x = VFXBuiltInExpression.TotalTime; @@ -370,7 +369,7 @@ static private IEnumerable Generate_Min_Max yield return new Min_Max_Expression_Folding_TestCase() { name = "max(min(x, 0), 1)", expression = new VFXExpressionMax(new VFXExpressionMin(x, zero), one), saturateExpected = false }; yield return new Min_Max_Expression_Folding_TestCase() { name = "max(1, min(x, 0))", expression = new VFXExpressionMax(one, new VFXExpressionMin(x, zero)), saturateExpected = false }; - //Exotic cases + //Exotic cases yield return new Min_Max_Expression_Folding_TestCase() { name = "min(min(x, 1), 0)", expression = new VFXExpressionMin(new VFXExpressionMin(x, one), zero), saturateExpected = false }; yield return new Min_Max_Expression_Folding_TestCase() { name = "max(max(x, 1), 0)", expression = new VFXExpressionMax(new VFXExpressionMax(x, one), zero), saturateExpected = false }; yield return new Min_Max_Expression_Folding_TestCase() { name = "max(add(x, 1), 0)", expression = new VFXExpressionMax(new VFXExpressionAdd(x, one), zero), saturateExpected = false }; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionMathTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs index 36453071d1d..061ae1c3dc6 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs @@ -13,8 +13,6 @@ namespace UnityEditor.VFX.Test [TestFixture] class VFXExpressionTests { - - [Test] public void ProcessStoreValue() { diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs index 24147b51780..b3ab944fdff 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using NUnit.Framework; using System; using System.Collections.Generic; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTransformTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXGUITests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXGUITests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs index 38aad15c126..678bc3aea66 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXGUITests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs @@ -141,7 +141,7 @@ private VisualEffectAsset CreateTestAsset(string name) } - return VisualEffectAssetEditorUtility.CreateNewAsset(filePath); + return VisualEffectAssetEditorUtility.CreateNewAsset(filePath); } private void EditTestAsset(int assetIndex) diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXGUITests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXGUITests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXModelTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXModelTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXModelTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXModelTests.cs index c293ec15d48..cd7bc952da6 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXModelTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXModelTests.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using System; using NUnit.Framework; using UnityEngine; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXModelTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXModelTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXModelTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXModelTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs similarity index 94% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs index d76a652ebb5..b5b4ff37f65 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using System; namespace UnityEditor.VFX.Test diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorFloatOne.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs similarity index 96% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs index c2fafec1ebe..51bd988fcce 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs @@ -282,6 +282,29 @@ public void AppendOperator() Assert.AreEqual(VFXValueType.Float4, append.outputSlots[0].GetExpression().valueType); } + [Test] + public void AppendOperator_With_Direction() + { + var append = ScriptableObject.CreateInstance(); + append.SetOperandType(0, typeof(DirectionType)); + append.SetOperandType(1, typeof(float)); + + append.inputSlots[0].value = new DirectionType() { direction = new Vector3(1.0f, 1.0f, 0) }; + append.inputSlots[1].value = 3.0f; + + var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); + var outputValue = context.Compile(append.outputSlots[0].GetExpression()); + + var expressionValue = outputValue.Get(); + //Direction expects a normalize + var expectedValue = new Vector4(1.0f / Mathf.Sqrt(2), 1.0f / Mathf.Sqrt(2), 0.0f, 3.0f); + + Assert.AreEqual(expectedValue.x, expressionValue.x, 1e-5f); + Assert.AreEqual(expectedValue.y, expressionValue.y, 1e-5f); + Assert.AreEqual(expectedValue.z, expressionValue.z, 1e-5f); + Assert.AreEqual(expectedValue.w, expressionValue.w, 1e-5f); + } + [Test] public void BranchOperator_With_Sphere() { @@ -335,7 +358,7 @@ public void BranchOperator_With_Transform() branch.inputSlots[1].value = transformA; branch.inputSlots[2].value = transformB; - Func fnCompareTransform = delegate (Transform aS, Transform bS) + Func fnCompareTransform = delegate(Transform aS, Transform bS) { //Only compare position => didn't modify something else above if (aS.position.x != bS.position.x) return false; @@ -344,7 +367,7 @@ public void BranchOperator_With_Transform() return true; }; - Func fnSlotToTransform = delegate (VFXSlot slot) + Func fnSlotToTransform = delegate(VFXSlot slot) { var context = new VFXExpression.Context(VFXExpressionContextOption.CPUEvaluation); var position = context.Compile(slot[0].GetExpression()); diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorNewTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorUtilityTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs similarity index 94% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs index d09a7057ca5..037564890f1 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using System; using UnityEngine; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXOperatorVector2.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPerformanceTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs index 487c609935a..11925fe697d 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs @@ -120,7 +120,7 @@ public IEnumerator Create_Prefab_Several_Override() var fieldName = VisualEffectSerializationUtility.GetTypeField(VFXExpression.TypeToType(VFXValueType.Int32)) + ".m_Array"; var vfxField = propertySheet.FindPropertyRelative(fieldName); - for(int i = 0; i < vfxField.arraySize; ++i) + for (int i = 0; i < vfxField.arraySize; ++i) { var itField = vfxField.GetArrayElementAtIndex(i); var name = itField.FindPropertyRelative("m_Name").stringValue; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXPrefabTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSerializationTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs similarity index 98% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs index 6e111d8bafd..fdc1ab43a87 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs @@ -171,7 +171,7 @@ public void DifferentSettingsGenerateDifferentFunction() uniformMapper = new VFXUniformMapper(new VFXExpressionMapper(), true) }; HashSet dependencies = new HashSet(); - var stringBuilder = VFXCodeGenerator.Build(updateContext, VFXCompilationMode.Runtime, contextCompiledData,dependencies); + var stringBuilder = VFXCodeGenerator.Build(updateContext, VFXCompilationMode.Runtime, contextCompiledData, dependencies); var code = stringBuilder.ToString(); Assert.IsTrue(code.Contains(VFXBlockSourceVariantTest.sourceCodeVariant[0])); diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXShaderGenerationTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs index dfd4a2f3d63..19d24db769d 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs @@ -1,4 +1,4 @@ -#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS +#if !UNITY_EDITOR_OSX || MAC_FORCE_TESTS using NUnit.Framework; using System; using System.Collections.Generic; diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotContainerModelTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotTests.cs index df2d1d9ae08..188e3ca5d7c 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotTests.cs @@ -225,7 +225,7 @@ public void Check_Deterministic_Behavior_From_Lazy_Get_Expression_At_Several_Pla var arrVariants = Enumerable.Range(0, 4).Select(o => Enumerable.Range(0, 4)); IEnumerable> empty = new[] { Enumerable.Empty() }; var combinations = arrVariants.Aggregate(empty, (x, y) => x.SelectMany(accSeq => y.Select(item => accSeq.Concat(new[] { item })))) - .Select(o => o.ToArray()).ToArray(); + .Select(o => o.ToArray()).ToArray(); //Cartesian product in combinations of [0,1,2,3]x[0,1,2,3] => {0,0,0,0}, {0,0,0,1}, ... //We create a simple graph node_A (Vector3) and node_B (Vector3 or Direction) @@ -289,7 +289,6 @@ public void Slot_Copy_Value_Position_To_Vector3() Assert.AreEqual(v3_Ref.y, vector3Value.y); } - [Test] public void Slot_Copy_Link_Transform_To_OrientedBox() { diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSlotTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSlotTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs similarity index 97% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs index d2dcbbd128c..c484b4d0fe9 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs @@ -16,7 +16,6 @@ namespace UnityEditor.VFX.Test { public class VFXSpaceBoundTest { - [TearDown] public void CleanUp() { @@ -33,8 +32,7 @@ public IEnumerator CreateAssetAndComponent_Space_Bounds([ValueSource("available_ var objectPosition = new Vector3(0.123f, 0.0f, 0.0f); var boundPosition = new Vector3(0.0f, 0.0987f, 0.0f); - EditorApplication.ExecuteMenuItem("Window/General/Game"); - + yield return new EnterPlayMode(); var graph = VFXTestCommon.MakeTemporaryGraph(); var spawnerContext = ScriptableObject.CreateInstance(); @@ -121,9 +119,7 @@ public IEnumerator CreateAssetAndComponent_Space_Bounds([ValueSource("available_ //Unknown case, should not happen Assert.IsFalse(true); } - - UnityEngine.Object.DestroyImmediate(vfxComponent); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } } } diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpaceBoundTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpacePropagationTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs similarity index 76% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs index 2c57c4de29d..9aa8bb9d42b 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs @@ -18,16 +18,9 @@ namespace UnityEditor.VFX.Test { public class VFXSpawnerTest { - int m_previousCaptureFrameRate; - float m_previousFixedTimeStep; - float m_previousMaxDeltaTime; - [OneTimeSetUp] public void Init() { - m_previousCaptureFrameRate = Time.captureFramerate; - m_previousFixedTimeStep = UnityEngine.VFX.VFXManager.fixedTimeStep; - m_previousMaxDeltaTime = UnityEngine.VFX.VFXManager.maxDeltaTime; Time.captureFramerate = 10; UnityEngine.VFX.VFXManager.fixedTimeStep = 0.1f; UnityEngine.VFX.VFXManager.maxDeltaTime = 0.1f; @@ -36,16 +29,14 @@ public void Init() [OneTimeTearDown] public void CleanUp() { - Time.captureFramerate = m_previousCaptureFrameRate; - UnityEngine.VFX.VFXManager.fixedTimeStep = m_previousFixedTimeStep; - UnityEngine.VFX.VFXManager.maxDeltaTime = m_previousMaxDeltaTime; + Time.captureFramerate = 0; + UnityEngine.VFX.VFXManager.fixedTimeStep = 1.0f / 60.0f; + UnityEngine.VFX.VFXManager.maxDeltaTime = 1.0f / 20.0f; VFXTestCommon.DeleteAllTemporaryGraph(); } private void CreateAssetAndComponent(float spawnCountValue, string playEventName, out VFXGraph graph, out VisualEffect vfxComponent, out GameObject gameObj, out GameObject cameraObj) { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - graph = VFXTestCommon.MakeTemporaryGraph(); var eventStart = ScriptableObject.CreateInstance(); @@ -80,7 +71,6 @@ private void CreateAssetAndComponent(float spawnCountValue, string playEventName var camera = cameraObj.AddComponent(); camera.transform.localPosition = Vector3.one; camera.transform.LookAt(vfxComponent.transform); - } static string[] k_Create_Asset_And_Check_Event_ListCases = new[] { "OnPlay", "Test_Event" }; @@ -106,68 +96,71 @@ public IEnumerator Create_Asset_And_Check_Event_List([ValueSource("k_Create_Asse yield return null; } + [Retry(3)] [UnityTest] public IEnumerator Create_Asset_And_Component_Spawner_Check_Initial_Event() { - var propertyInitialEventName = typeof(VisualEffect).GetProperty("initialEventName"); - if (propertyInitialEventName != null) - { - var setPropertyInitialEventName = propertyInitialEventName.GetSetMethod(); - var spawnCountValue = 666.0f; - VisualEffect vfxComponent; - GameObject cameraObj, gameObj; - VFXGraph graph; + yield return new EnterPlayMode(); - var initialEventName = "CustomInitialEvent"; - CreateAssetAndComponent(spawnCountValue, initialEventName, out graph, out vfxComponent, out gameObj, out cameraObj); + var spawnCountValue = 666.0f; + VisualEffect vfxComponent; + GameObject cameraObj, gameObj; + VFXGraph graph; - int maxFrame = 512; - while (vfxComponent.culled && --maxFrame > 0) - { - yield return null; - } - Assert.IsTrue(maxFrame > 0); - yield return null; //wait for exactly one more update if visible - - //Default event state is supposed to be "OnPlay" - var spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); - Assert.AreEqual(0.0, spawnerState.spawnCount); - - var editor = Editor.CreateEditor(graph.GetResource().asset); - editor.serializedObject.Update(); - var initialEventProperty = editor.serializedObject.FindProperty("m_Infos.m_InitialEventName"); - initialEventProperty.stringValue = initialEventName; - editor.serializedObject.ApplyModifiedPropertiesWithoutUndo(); - GameObject.DestroyImmediate(editor); - yield return null; - spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); - var spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; - Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); + var initialEventName = "CustomInitialEvent"; + CreateAssetAndComponent(spawnCountValue, initialEventName, out graph, out vfxComponent, out gameObj, out cameraObj); + gameObj.name = "Create_Asset_And_Component_Spawner_Check_Initial_Event"; - //Now, do it on vfxComponent (override automatically taken into account) - setPropertyInitialEventName.Invoke(vfxComponent, new object[] { "OnPlay" }); - vfxComponent.Reinit(); //Automatic while changing it through serialized property, here, it's a runtime behavior + int maxFrame = 512; + while (vfxComponent.culled && --maxFrame > 0) + { yield return null; - spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); - Assert.AreEqual(0.0, spawnerState.spawnCount); + } + Assert.IsTrue(maxFrame > 0); + yield return null; //wait for exactly one more update if visible - //Try setting the correct value - setPropertyInitialEventName.Invoke(vfxComponent, new object[] { initialEventName }); - vfxComponent.Reinit(); - yield return null; - spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); - spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; - Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); + //Default event state is supposed to be "OnPlay" + var spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + Assert.AreEqual(0.0, spawnerState.spawnCount); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); - } - //else initial event feature isn't available yet + var editor = Editor.CreateEditor(graph.GetResource().asset); + editor.serializedObject.Update(); + var initialEventProperty = editor.serializedObject.FindProperty("m_Infos.m_InitialEventName"); + initialEventProperty.stringValue = initialEventName; + editor.serializedObject.ApplyModifiedPropertiesWithoutUndo(); + GameObject.DestroyImmediate(editor); + + yield return null; + spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + var spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; + Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); + + //Now, do it on vfxComponent (override automatically taken into account) + vfxComponent.initialEventName = "OnPlay"; + vfxComponent.Reinit(); //Automatic while changing it through serialized property, here, it's a runtime behavior + yield return null; + + spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + Assert.AreEqual(0.0f, spawnerState.spawnCount); + + //Try setting the correct value + vfxComponent.initialEventName = initialEventName; + vfxComponent.Reinit(); + yield return null; + + spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; + Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); + + yield return new ExitPlayMode(); } + [Retry(3)] [UnityTest] public IEnumerator Create_Asset_And_Component_Spawner() { + yield return new EnterPlayMode(); + var spawnCountValue = 753.0f; VisualEffect vfxComponent; GameObject cameraObj, gameObj; @@ -183,16 +176,105 @@ public IEnumerator Create_Asset_And_Component_Spawner() yield return null; //wait for exactly one more update if visible var spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); - var spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + + yield return new ExitPlayMode(); + } + + public struct VFXTimeModeTest + { + public override string ToString() + { + return name; + } + + public string name { get; } + public uint vfxUpdateMode { get; } + public uint expectedUpdateCount { get; } + public float expectedDeltaTime { get; } + + public VFXTimeModeTest(string name, uint vfxUpdateMode, uint expectedUpdateCount, float expectedDeltaTime) + { + this.name = name; + this.vfxUpdateMode = vfxUpdateMode; + this.expectedUpdateCount = expectedUpdateCount; + this.expectedDeltaTime = expectedDeltaTime; + } + } + + const float s_Check_Time_Mode_SleepingTimeInSecond = 1.0f; + const float s_Check_Time_Mode_FixedDeltaTime = 0.1f; + const float s_Check_Time_Mode_MaxDeltaTime = 0.7f; + + static VFXTimeModeTest[] s_CheckTimeMode = new[] + { + new VFXTimeModeTest("FixedDeltaTime", (uint)VFXUpdateMode.FixedDeltaTime, 1u, s_Check_Time_Mode_MaxDeltaTime), + new VFXTimeModeTest("ExactFixedDeltaTime", (uint)VFXUpdateMode.ExactFixedTimeStep, (uint)Mathf.Floor(s_Check_Time_Mode_MaxDeltaTime / s_Check_Time_Mode_FixedDeltaTime), s_Check_Time_Mode_FixedDeltaTime), + }; + + //Fix 1216631 : Check Exact time has actually an effect in low fps condition + [UnityTest] + public IEnumerator Create_Spawner_Check_Time_Mode_Update_Count([ValueSource("s_CheckTimeMode")] VFXTimeModeTest timeMode) + { + yield return new EnterPlayMode(); + + var spawnCountValue = 651.0f; + VisualEffect vfxComponent; + GameObject cameraObj, gameObj; + VFXGraph graph; + CreateAssetAndComponent(spawnCountValue, "OnPlay", out graph, out vfxComponent, out gameObj, out cameraObj); + + var basicSpawner = graph.children.OfType().FirstOrDefault(); + var blockCustomSpawner = ScriptableObject.CreateInstance(); + blockCustomSpawner.SetSettingValue("m_customType", new SerializableType(typeof(VFXCustomSpawnerUpdateCounterTest))); + basicSpawner.AddChild(blockCustomSpawner); + + graph.GetResource().updateMode = (VFXUpdateMode)timeMode.vfxUpdateMode; + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); + + var previousCaptureFrameRate = Time.captureFramerate; + var previousFixedTimeStep = UnityEngine.VFX.VFXManager.fixedTimeStep; + var previousMaxDeltaTime = UnityEngine.VFX.VFXManager.maxDeltaTime; + + UnityEngine.VFX.VFXManager.fixedTimeStep = s_Check_Time_Mode_FixedDeltaTime; + UnityEngine.VFX.VFXManager.maxDeltaTime = s_Check_Time_Mode_MaxDeltaTime; + + VFXCustomSpawnerUpdateCounterTest.s_UpdateCount = 0; + //Wait for the first warm up + int maxFrame = 128; + while (VFXCustomSpawnerUpdateCounterTest.s_UpdateCount == 0 && --maxFrame > 0) + { + yield return null; + } + Assert.AreNotEqual(0u, VFXCustomSpawnerUpdateCounterTest.s_UpdateCount); + + vfxComponent.Reinit(); + VFXCustomSpawnerUpdateCounterTest.s_UpdateCount = 0; + VFXCustomSpawnerUpdateCounterTest.s_LastDeltaTime = 0.0f; + Time.captureDeltaTime = s_Check_Time_Mode_SleepingTimeInSecond; + + while (VFXCustomSpawnerUpdateCounterTest.s_UpdateCount == 0) + { + yield return null; + } + Assert.AreEqual(timeMode.expectedUpdateCount, VFXCustomSpawnerUpdateCounterTest.s_UpdateCount); + Assert.AreEqual(timeMode.expectedDeltaTime, VFXCustomSpawnerUpdateCounterTest.s_LastDeltaTime); + + + Time.captureFramerate = previousCaptureFrameRate; + UnityEngine.VFX.VFXManager.fixedTimeStep = previousFixedTimeStep; + UnityEngine.VFX.VFXManager.maxDeltaTime = previousMaxDeltaTime; + + yield return new ExitPlayMode(); } + [Retry(3)] [UnityTest] public IEnumerator Create_Asset_And_Component_Spawner_Plugging_OnStop_Into_Start_Input_Flow() { + yield return new EnterPlayMode(); + //Cover regression introduced at b76b691db3313ca06f157580e954116eca1473fa VisualEffect vfxComponent; GameObject cameraObj, gameObj; @@ -204,7 +286,7 @@ public IEnumerator Create_Asset_And_Component_Spawner_Plugging_OnStop_Into_Start eventStop.eventName = "Dummy"; graph.AddChild(eventStop); graph.children.OfType().First().LinkFrom(eventStop, 0, 1); - + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(graph)); int maxFrame = 512; @@ -231,14 +313,15 @@ public IEnumerator Create_Asset_And_Component_Spawner_Plugging_OnStop_Into_Start Assert.AreNotEqual(VFXSpawnerLoopState.Finished, spawnerState.loopState); Assert.IsTrue(maxFrame > 0); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } + [Retry(3)] [UnityTest] - public IEnumerator CreateEventStartAndStop() + public IEnumerator Create_CustomEvent_For_StartAndStop_And_Send_Them_Manually() { - EditorApplication.ExecuteMenuItem("Window/General/Game"); + yield return new EnterPlayMode(); + var graph = VFXTestCommon.MakeTemporaryGraph(); var eventStart = ScriptableObject.CreateInstance(); @@ -291,49 +374,53 @@ public IEnumerator CreateEventStartAndStop() Assert.LessOrEqual(Mathf.Abs(spawnCountRead), 0.01f); vfxComponent.SendEvent("Custom_Start"); - for (int i = 0; i < 16; ++i) yield return null; + yield return null; spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; Assert.LessOrEqual(Mathf.Abs(spawnCountRead - spawnCountValue), 0.01f); vfxComponent.SendEvent("Custom_Stop"); - for (int i = 0; i < 16; ++i) yield return null; + yield return null; spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); spawnCountRead = spawnerState.spawnCount / spawnerState.deltaTime; Assert.LessOrEqual(Mathf.Abs(spawnCountRead), 0.01f); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } /* + * TODOPAUL : renable this test [UnityTest] - [Timeout(1000 * 10)] - public IEnumerator CreateEventAttributeAndStart() + public IEnumerator Create_Event_Attribute_And_Send_It_Trough_Play() { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - var graph = ScriptableObject.CreateInstance(); + yield return new EnterPlayMode(); - var spawnerContext = ScriptableObject.CreateInstance(); - var blockBurst = ScriptableObject.CreateInstance(); + VisualEffect vfxComponent; + GameObject cameraObj, gameObj; + VFXGraph graph; + CreateAssetAndComponent(457.0f, "OnPlay", out graph, out vfxComponent, out gameObj, out cameraObj); - spawnerContext.AddChild(blockBurst); - graph.AddChild(spawnerContext); + //Add read source lifetime in initialize & size over life time to force storage + var readSource = ScriptableObject.CreateInstance(); + readSource.SetSettingValue("attribute", "lifetime"); + readSource.SetSettingValue("Source", SetAttribute.ValueSource.Source); + graph.children.OfType().First().AddChild(readSource); - graph.visualEffectAsset = new VisualEffectAsset(); - graph.RecompileIfNeeded(); - graph.visualEffectAsset.bounds = new Bounds(Vector3.zero, Vector3.positiveInfinity); + var setSizeOverLife = ScriptableObject.CreateInstance(); + setSizeOverLife.SetSettingValue("SampleMode", AttributeFromCurve.CurveSampleMode.OverLife); + setSizeOverLife.SetSettingValue("attribute", "size"); + graph.children.OfType().First().AddChild(setSizeOverLife); - var gameObj = new GameObject("CreateEventAttributeAndStart"); - var vfxComponent = gameObj.AddComponent(); - vfxComponent.visualEffectAsset = graph.visualEffectAsset; + graph.RecompileIfNeeded(); + yield return null; var lifeTimeIn = 28.0f; + vfxComponent.Reinit(); var vfxEventAttr = vfxComponent.CreateVFXEventAttribute(); - vfxEventAttr.SetFloat("lifeTime", lifeTimeIn); - vfxComponent.Start(vfxEventAttr); + vfxEventAttr.SetFloat("lifetime", lifeTimeIn); + vfxComponent.Play(vfxEventAttr); int maxFrame = 512; while (vfxComponent.culled && --maxFrame > 0) @@ -343,18 +430,21 @@ public IEnumerator CreateEventAttributeAndStart() Assert.IsTrue(maxFrame > 0); yield return null; //wait for exactly one more update if visible - var spawnerState = vfxComponent.GetSpawnerState(0); - var lifeTimeOut = spawnerState.vfxEventAttribute.GetFloat("lifeTime"); + var spawnerState = VisualEffectUtility.GetSpawnerState(vfxComponent, 0); + Assert.IsTrue(spawnerState.vfxEventAttribute.HasFloat("lifetime")); + var lifeTimeOut = spawnerState.vfxEventAttribute.GetFloat("lifetime"); Assert.AreEqual(lifeTimeIn, lifeTimeOut); - UnityEngine.Object.DestroyImmediate(gameObj); + yield return new ExitPlayMode(); } */ + [Retry(3)] [UnityTest] public IEnumerator Create_CustomSpawner_And_Component() { - EditorApplication.ExecuteMenuItem("Window/General/Game"); + yield return new EnterPlayMode(); + var graph = VFXTestCommon.MakeTemporaryGraph(); var spawnerContext = ScriptableObject.CreateInstance(); @@ -409,8 +499,7 @@ public IEnumerator Create_CustomSpawner_And_Component() Assert.AreEqual(VFXCustomSpawnerTest.s_LifeTime, spawnerState.vfxEventAttribute.GetFloat("lifetime")); Assert.AreEqual(VFXCustomSpawnerTest.s_SpawnCount, spawnerState.spawnCount); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } /* @@ -462,7 +551,7 @@ public IEnumerator CreateCustomSpawnerLinkedWithSourceAttribute() public IEnumerator CreateSpawner_Set_Attribute_With_ContextDelay() { //This test cover an issue : 1205329 - EditorApplication.ExecuteMenuItem("Window/General/Game"); + yield return new EnterPlayMode(); var graph = VFXTestCommon.MakeTemporaryGraph(); @@ -536,15 +625,14 @@ public IEnumerator CreateSpawner_Set_Attribute_With_ContextDelay() Assert.AreEqual((double)expectedColor.y, (double)actualColor.y, 0.001); Assert.AreEqual((double)expectedColor.z, (double)actualColor.z, 0.001); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } [UnityTest] public IEnumerator CreateSpawner_Single_Burst_With_Delay() { //This test cover a regression : 1154292 - EditorApplication.ExecuteMenuItem("Window/General/Game"); + yield return new EnterPlayMode(); var graph = VFXTestCommon.MakeTemporaryGraph(); @@ -616,26 +704,26 @@ public IEnumerator CreateSpawner_Single_Burst_With_Delay() } Assert.IsTrue(maxFrame > 0); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } string expectedLogFolder = "Assets/AllTests/Editor/Tests/VFXSpawnerTest_"; - bool CompareWithExpectedLog(StringBuilder actualContent, string identifier) + bool CompareWithExpectedLog(StringBuilder actualContent, string identifier, out string error) { var pathExpected = expectedLogFolder + identifier + ".expected.txt"; var pathActual = expectedLogFolder + identifier + ".actual.txt"; bool success = true; + error = string.Empty; IEnumerable expectedContent = Enumerable.Empty(); try { expectedContent = System.IO.File.ReadLines(pathExpected); } - catch(System.Exception) + catch (System.Exception) { success = false; - Debug.LogErrorFormat("Can't locate file : {0}", pathExpected); + error += "\nCan't locate file : " + pathExpected; } //Compare line by line to avoid carriage return differences @@ -646,8 +734,8 @@ bool CompareWithExpectedLog(StringBuilder actualContent, string identifier) if (line == null || string.Compare(line, expectedContentLine, StringComparison.InvariantCulture) != 0) { success = false; - Debug.LogError("Expected Line : " + expectedContentLine); - Debug.LogError("Actual Line : " + line); + error += "\nExpected Line : " + expectedContentLine; + error += "\nActual Line : " + line; break; } } @@ -685,11 +773,12 @@ static string DebugSpawnerState(VFXSpawnerState state) return DebugSpawnerStateAggregate(allState); } + [Retry(3)] [UnityTest] public IEnumerator CreateSpawner_Chaining() { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - Assert.AreEqual(UnityEngine.VFX.VFXManager.fixedTimeStep, 0.1f); + yield return new EnterPlayMode(); + Assert.AreEqual(UnityEngine.VFX.VFXManager.fixedTimeStep, 0.1f); //Early guard var graph = VFXTestCommon.MakeTemporaryGraph(); @@ -778,11 +867,11 @@ public IEnumerator CreateSpawner_Chaining() } } - var compare = CompareWithExpectedLog(log, "Chaining"); - Assert.IsTrue(compare); + string error; + var compare = CompareWithExpectedLog(log, "Chaining", out error); + Assert.IsTrue(compare, error); yield return null; - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } public struct CreateSpawner_ChangeLoopMode_TestCase @@ -806,41 +895,50 @@ public override string ToString() public static readonly CreateSpawner_ChangeLoopMode_TestCase[] k_CreateSpawner_ChangeLoopModeTestCases = { //Default : infinite loop, infinite loop duration - new CreateSpawner_ChangeLoopMode_TestCase() { LoopDuration = VFXBasicSpawner.LoopMode.Infinite, - LoopCount = VFXBasicSpawner.LoopMode.Infinite, - DelayBeforeLoop = VFXBasicSpawner.DelayMode.None, - DelayAfterLoop = VFXBasicSpawner.DelayMode.None }, + new CreateSpawner_ChangeLoopMode_TestCase() { + LoopDuration = VFXBasicSpawner.LoopMode.Infinite, + LoopCount = VFXBasicSpawner.LoopMode.Infinite, + DelayBeforeLoop = VFXBasicSpawner.DelayMode.None, + DelayAfterLoop = VFXBasicSpawner.DelayMode.None + }, //Simply random loop - new CreateSpawner_ChangeLoopMode_TestCase() { LoopDuration = VFXBasicSpawner.LoopMode.Random, - LoopCount = VFXBasicSpawner.LoopMode.Infinite, - DelayBeforeLoop = VFXBasicSpawner.DelayMode.None, - DelayAfterLoop = VFXBasicSpawner.DelayMode.None }, + new CreateSpawner_ChangeLoopMode_TestCase() { + LoopDuration = VFXBasicSpawner.LoopMode.Random, + LoopCount = VFXBasicSpawner.LoopMode.Infinite, + DelayBeforeLoop = VFXBasicSpawner.DelayMode.None, + DelayAfterLoop = VFXBasicSpawner.DelayMode.None + }, //Random loop, adding random before delay - new CreateSpawner_ChangeLoopMode_TestCase() { LoopDuration = VFXBasicSpawner.LoopMode.Random, - LoopCount = VFXBasicSpawner.LoopMode.Infinite, - DelayBeforeLoop = VFXBasicSpawner.DelayMode.Random, - DelayAfterLoop = VFXBasicSpawner.DelayMode.None }, + new CreateSpawner_ChangeLoopMode_TestCase() { + LoopDuration = VFXBasicSpawner.LoopMode.Random, + LoopCount = VFXBasicSpawner.LoopMode.Infinite, + DelayBeforeLoop = VFXBasicSpawner.DelayMode.Random, + DelayAfterLoop = VFXBasicSpawner.DelayMode.None + }, //Random loop count, constant loop duration - new CreateSpawner_ChangeLoopMode_TestCase() { LoopDuration = VFXBasicSpawner.LoopMode.Constant, - LoopCount = VFXBasicSpawner.LoopMode.Random, - DelayBeforeLoop = VFXBasicSpawner.DelayMode.None, - DelayAfterLoop = VFXBasicSpawner.DelayMode.None }, + new CreateSpawner_ChangeLoopMode_TestCase() { + LoopDuration = VFXBasicSpawner.LoopMode.Constant, + LoopCount = VFXBasicSpawner.LoopMode.Random, + DelayBeforeLoop = VFXBasicSpawner.DelayMode.None, + DelayAfterLoop = VFXBasicSpawner.DelayMode.None + }, //Everything random - new CreateSpawner_ChangeLoopMode_TestCase() { LoopDuration = VFXBasicSpawner.LoopMode.Random, - LoopCount = VFXBasicSpawner.LoopMode.Random, - DelayBeforeLoop = VFXBasicSpawner.DelayMode.Random, - DelayAfterLoop = VFXBasicSpawner.DelayMode.Random }, - + new CreateSpawner_ChangeLoopMode_TestCase() { + LoopDuration = VFXBasicSpawner.LoopMode.Random, + LoopCount = VFXBasicSpawner.LoopMode.Random, + DelayBeforeLoop = VFXBasicSpawner.DelayMode.Random, + DelayAfterLoop = VFXBasicSpawner.DelayMode.Random + }, }; [UnityTest] public IEnumerator CreateSpawner_ChangeLoopMode([ValueSource("k_CreateSpawner_ChangeLoopModeTestCases")] CreateSpawner_ChangeLoopMode_TestCase testCase) { - EditorApplication.ExecuteMenuItem("Window/General/Game"); - Assert.AreEqual(UnityEngine.VFX.VFXManager.fixedTimeStep, 0.1f); + yield return new EnterPlayMode(); + Assert.AreEqual(UnityEngine.VFX.VFXManager.fixedTimeStep, 0.1f); //Early test var graph = VFXTestCommon.MakeTemporaryGraph(); @@ -967,19 +1065,17 @@ public IEnumerator CreateSpawner_ChangeLoopMode([ValueSource("k_CreateSpawner_Ch } } - var compare = CompareWithExpectedLog(log, testCase.ToString()); + string error; + var compare = CompareWithExpectedLog(log, testCase.ToString(), out error); Assert.IsTrue(compare); - yield return null; - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } - [UnityTest] public IEnumerator CreateSpawner_With_All_Zero_Duration() //Cover possible infinite loop { - EditorApplication.ExecuteMenuItem("Window/General/Game"); + yield return new EnterPlayMode(); Assert.AreEqual(UnityEngine.VFX.VFXManager.fixedTimeStep, 0.1f); var graph = VFXTestCommon.MakeTemporaryGraph(); @@ -1035,13 +1131,15 @@ public IEnumerator CreateSpawner_With_All_Zero_Duration() //Cover possible infin } Assert.IsTrue(maxFrame > 0); - while (VisualEffectUtility.GetSpawnerState(vfxComponent, 0u).loopIndex < 3 /* arbitrary loop count */) + maxFrame = 0; + while (VisualEffectUtility.GetSpawnerState(vfxComponent, 0u).loopIndex < 3 /* arbitrary loop count (should not be an infinite loop) */) { + maxFrame++; yield return null; } + Assert.IsTrue(maxFrame > 0); - UnityEngine.Object.DestroyImmediate(gameObj); - UnityEngine.Object.DestroyImmediate(cameraObj); + yield return new ExitPlayMode(); } } } diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_AAAA.expected.txt.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_BCAA.expected.txt.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CAAA.expected.txt.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CACA.expected.txt.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_CCCC.expected.txt.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSpawnerTest_Chaining.expected.txt.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs index d56cdecab55..50db07e6dbe 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs @@ -8,10 +8,9 @@ namespace UnityEditor.VFX.Test { class VFXSystemNamesTest { - private class ContextSpawner : VFXContext { - public ContextSpawner() : base(VFXContextType.Spawner) { } + public ContextSpawner() : base(VFXContextType.Spawner) {} } [Test] @@ -55,7 +54,6 @@ public void UniqueSystemNames() int i = 0; for (; i < spawnerCount; ++i) { - var context = ScriptableObject.CreateInstance(); VFXSystemNames.SetSystemName(context, names[i]); systems.Add(context); diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXSystemNamesTest.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXTestCommon.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXTestCommon.cs similarity index 91% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXTestCommon.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXTestCommon.cs index c2d9c3a3c9d..3f62b9e6119 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXTestCommon.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXTestCommon.cs @@ -13,15 +13,14 @@ namespace UnityEditor.VFX.Test { class VFXTestCommon { - static List s_TemporaryFiles = new List(); - static readonly string tempFileFormat = "Assets/TmpTests/vfx_{0}.vfx"; + static readonly string tempBasePath = "Assets/TmpTests/"; + static readonly string tempFileFormat = tempBasePath + "vfx_{0}.vfx"; public static VFXGraph MakeTemporaryGraph() { var guid = System.Guid.NewGuid().ToString(); string tempFilePath = string.Format(tempFileFormat, guid); - s_TemporaryFiles.Add(tempFilePath); - System.IO.Directory.CreateDirectory("Assets/TmpTests/"); + System.IO.Directory.CreateDirectory(tempBasePath); var asset = VisualEffectAssetEditorUtility.CreateNewAsset(tempFilePath); VisualEffectResource resource = asset.GetResource(); // force resource creation @@ -32,8 +31,7 @@ public static VFXGraph MakeTemporaryGraph() public static void DeleteAllTemporaryGraph() { - var nextTemporaryFileList = new List(); - foreach (var file in s_TemporaryFiles) + foreach (string file in System.IO.Directory.GetFiles(tempBasePath)) { try { @@ -41,10 +39,8 @@ public static void DeleteAllTemporaryGraph() } catch (System.Exception) // Don't stop if we fail to delete one asset { - nextTemporaryFileList.Add(file); } } - s_TemporaryFiles = nextTemporaryFileList; } public static U GetFieldValue(T obj, string fieldName) @@ -78,7 +74,7 @@ internal static void SetTextFieldValue(VFXSystemBorder sys, string value) internal static void CreateSystems(VFXView view, VFXViewController viewController, int count, int offset, string name = null) { - Func fnContextController = delegate (int i) + Func fnContextController = delegate(int i) { viewController.ApplyChanges(); var controller = viewController.allChildren.OfType().Cast().ToArray(); diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXTestCommon.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXTestCommon.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXTestCommon.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXTestCommon.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs index 360e4b7cacf..9e4e2603460 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs @@ -176,7 +176,7 @@ public void CascadedOperatorTests() var secondLink = m_ViewController.dataEdges.First(t => t.input == input && t.output == output); - m_ViewController.RemoveElement(secondLink,true); + m_ViewController.RemoveElement(secondLink, true); Assert.AreEqual(2, operatorModel.inputSlots.Count); diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXVariableOperatorControllerTests.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Unity.VisualEffectGraph.EditorTests.asmdef.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.anim.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorSphere.controller.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.anim.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_AnimatorVFX.controller.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx index ed9d653e404..18b8dd11934 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx @@ -2409,7 +2409,7 @@ MonoBehaviour: descendantCount: 2 - name: center path: Sphere_center - tooltip: The centre of the sphere. + tooltip: Sets the center of the sphere. sheetType: m_Vector3f realType: Vector3 defaultValue: @@ -2422,7 +2422,7 @@ MonoBehaviour: descendantCount: 0 - name: radius path: Sphere_radius - tooltip: The radius of the sphere. + tooltip: Sets the radius of the sphere. sheetType: m_Float realType: Single defaultValue: @@ -2433,6 +2433,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/05_MotionVectors_Profiles.asset.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx index e5b60f5e1cd..7c7cf0ef42a 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx @@ -2397,6 +2397,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114080637282675900} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/06_LineOutput.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx index bd92a0151c1..97177a6f5d0 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx @@ -689,6 +689,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114051749211757012} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -3142,7 +3143,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114903496309528416 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo64.asset.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_UnityLogo_PostProcess.asset.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/07_Volume64.asset.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx index 5e5dc6fae04..686ebd970fb 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx @@ -890,10 +890,10 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114583290908281188} - {fileID: 114049330692400060} - {fileID: 114692224659306562} - {fileID: 8926484042661614626} + - {fileID: 114583290908281188} m_OutputSlots: [] m_Label: m_Data: {fileID: 114337012759867870} @@ -920,7 +920,6 @@ MonoBehaviour: castShadows: 1 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: --- !u!114 &114369422258304014 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2337,7 +2336,6 @@ MonoBehaviour: castShadows: 1 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114790879288114018 @@ -2477,6 +2475,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114150288650739006} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_ShadowsSettings.lighting.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx index b5862d6fa75..ff9688fed20 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx @@ -60,6 +60,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -581,7 +582,6 @@ MonoBehaviour: castShadows: 1 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614586 @@ -1281,7 +1281,6 @@ MonoBehaviour: castShadows: 1 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614644 @@ -1807,7 +1806,6 @@ MonoBehaviour: castShadows: 1 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614661 @@ -2125,7 +2123,6 @@ MonoBehaviour: castShadows: 1 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614672 @@ -2965,7 +2962,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} - shadergraphGUID: 75dc0b4ccd731aa4dbccf92567e457c0 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614701 @@ -3244,7 +3240,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} - shadergraphGUID: 75dc0b4ccd731aa4dbccf92567e457c0 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614713 @@ -3523,7 +3518,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} - shadergraphGUID: 75dc0b4ccd731aa4dbccf92567e457c0 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614725 @@ -3802,7 +3796,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} - shadergraphGUID: 75dc0b4ccd731aa4dbccf92567e457c0 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614737 @@ -4545,7 +4538,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} - shadergraphGUID: 8ef26182c95350844afe8c1f9e157db1 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614773 @@ -4893,7 +4885,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} - shadergraphGUID: 8ef26182c95350844afe8c1f9e157db1 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614786 @@ -5241,7 +5232,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} - shadergraphGUID: 8ef26182c95350844afe8c1f9e157db1 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614799 @@ -5589,7 +5579,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} - shadergraphGUID: 8ef26182c95350844afe8c1f9e157db1 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614812 @@ -6455,7 +6444,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} - shadergraphGUID: 75dc0b4ccd731aa4dbccf92567e457c0 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614841 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows_Alpha_Clipping.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx index 6b1d7f50aa8..557ed134da1 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx @@ -2053,6 +2053,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114772099345926572} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -2239,7 +2240,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114884491355409486 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_AttributeMaps.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx index 974cd38a61e..bf6ee956cfe 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx @@ -181,7 +181,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114205726494821688 @@ -458,6 +457,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114536869109811212} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_PointCache.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/09_juf.pcache.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx index 10ea23478fc..b875af7c4cd 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx @@ -1151,6 +1151,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114122176787737298} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -2487,7 +2488,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114528267654232756 @@ -3530,7 +3530,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114705137109448598 @@ -5038,7 +5037,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114994748343996446 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/10_SortPriority.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx index 806ac261c92..b5f844990b3 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx @@ -304,7 +304,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114036124727929684 @@ -708,7 +707,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114103004838022920 @@ -1630,6 +1628,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114587308783928508} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.anim.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.controller.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_SpaceBis.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.anim.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.controller.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx index a03d230b2fb..cb4fada0687 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx @@ -47,6 +47,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114462104128276238} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1592,7 +1593,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114243283919110904 @@ -2338,7 +2338,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114315901940827238 @@ -6453,7 +6452,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114779789669814974 @@ -8348,7 +8346,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114957941186026304 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/11_Space_Automatic.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx index 85449e3a6c4..cfe0a3e44ea 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx @@ -985,7 +985,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114178076996238554 @@ -1211,6 +1210,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114186473412445228} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -3046,10 +3046,10 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114665685447460600} - {fileID: 114069829755871234} - {fileID: 114641720432344164} - {fileID: 114898925103429786} + - {fileID: 114665685447460600} m_OutputSlots: [] m_Label: m_Data: {fileID: 114282520515415856} @@ -3076,7 +3076,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: --- !u!114 &114680178850013376 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/12_LocalTransformations.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx index 60f428a5bc6..27af0a9c161 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx @@ -2912,6 +2912,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114268723516814142} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -6304,7 +6305,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614671 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/13_Decals.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx index fe2d97050fd..8285959d94a 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx @@ -1625,6 +1625,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114347380218361602} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/14_DecalsFlipBook.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx index 345c01af61a..8ffc0443123 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/15_CubeAndMesh.vfx @@ -1437,6 +1437,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114122344245984846} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1968,7 +1969,7 @@ MonoBehaviour: - {fileID: 114811204679409306} m_Shader: {fileID: -6465566751694194690, guid: a1f88376c5c975644a8bea93ca9eecde, 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TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx index 0e0c2472621..997b02f512c 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx @@ -809,6 +809,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1860,7 +1861,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114699765957366202 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_Always.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx index 789e78cf51e..6754f1dad6e 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx @@ -154,6 +154,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -890,7 +891,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114880071494137674 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_BoundUpdate.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx index 33b46ee347e..09926085b9e 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx @@ -154,6 +154,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -856,7 +857,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114830005843942136 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_CullingMode_CullUpdate.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx index 6de927514be..f1757a9509b 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/16_MeshParticles.vfx +++ 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TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx index a7c16ea9820..311ff7aa488 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/17_GPUEvent_Simple.vfx @@ -2118,9 +2118,9 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114184573587820952} - {fileID: 114815997155943446} - {fileID: 114981930609145112} + - {fileID: 114184573587820952} m_OutputSlots: [] m_Label: m_Data: {fileID: 114866191046715836} @@ -2147,7 +2147,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: --- !u!114 &114407407610825748 MonoBehaviour: m_ObjectHideFlags: 1 @@ -2247,6 +2246,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114429855662514572} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 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TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/19_Random.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/19_Random.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/19_Random.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/19_Random.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/19_Random.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/19_Random.vfx rename to 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b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx index 729954c09ba..fe05798c2a4 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx @@ -277,6 +277,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1014,7 +1015,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -1797,7 +1797,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -2709,7 +2708,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -3353,7 +3351,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -3732,7 +3729,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -4526,7 +4522,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614879 @@ -9772,7 +9767,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661615238 @@ -10862,7 +10856,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -11172,7 +11165,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -11460,7 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8926484042661615541} - {fileID: 8926484042661615542} - {fileID: 8926484042661615543} - {fileID: 8926484042661616178} + - {fileID: 8926484042661615541} m_OutputSlots: [] m_Label: m_Data: {fileID: 8926484042661615449} @@ -14424,7 +14413,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: --- !u!114 &8926484042661615541 MonoBehaviour: m_ObjectHideFlags: 0 @@ -14738,7 +14726,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -15028,7 +15015,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -16588,7 +16574,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661615649 @@ -17635,7 +17620,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661615708 @@ -18565,7 +18549,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661615749 @@ -19493,7 +19476,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661615790 @@ -30579,7 +30561,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661616198 @@ -31949,7 +31930,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8ef26182c95350844afe8c1f9e157db1, type: 3} - shadergraphGUID: 8ef26182c95350844afe8c1f9e157db1 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661616259 @@ -33218,7 +33198,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 75dc0b4ccd731aa4dbccf92567e457c0, type: 3} - shadergraphGUID: 75dc0b4ccd731aa4dbccf92567e457c0 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661616320 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.anim.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_A.controller.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.anim.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_B.controller.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.anim.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.controller.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx index 8a20738eca8..a3aa050ba63 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx @@ -70,7 +70,6 @@ MonoBehaviour: useAlphaClipping: 1 generateMotionVector: 1 m_SubOutputs: - - {fileID: 0} - {fileID: 8926484042661614553} cullMode: 0 zWriteMode: 0 @@ -84,7 +83,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114131763552434164 @@ -266,6 +264,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/24_MotionVector_Local.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx index f71a5e7bf1f..8c43a39835c 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx @@ -84,6 +84,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -161,10 +162,10 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614540} - {fileID: 8926484042661614541} - {fileID: 8926484042661614542} - {fileID: 8926484042661614614} + - {fileID: 8926484042661614540} m_OutputSlots: [] m_Label: m_Data: {fileID: 8926484042661614647} @@ -191,7 +192,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: --- !u!114 &8926484042661614540 MonoBehaviour: m_ObjectHideFlags: 0 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/AngularVelocity.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Audio.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Audio.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Audio.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Audio.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Audio/44099_samples.wav.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Collision.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx index ffda1242408..314b82cfe1d 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx @@ -137,6 +137,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -671,7 +672,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614588 @@ -3717,7 +3717,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614703 @@ -6593,7 +6592,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614819 @@ -9028,7 +9026,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614909 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionInverted.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx index 3fe23e7809a..24ab7aff487 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionPlane.vfx @@ -137,6 +137,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -670,7 +671,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614588 @@ -3746,7 +3746,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661615823 @@ -5839,7 +5838,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - 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TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx index 7a103520460..baec0e8154c 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/CollisionSolid.vfx @@ -137,6 +137,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -671,7 +672,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614588 @@ -1968,7 +1968,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614703 @@ 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b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.vfx index 6f385408b20..168495a46a4 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/ConformAndSDF.vfx @@ -2167,7 +2167,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114387719356381972 @@ -2564,6 +2563,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114656056817691274} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -4998,7 +4998,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114993724023844874 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a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/DistortionTest.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5.exr.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Explosion0_01_5x5_motion.tga 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b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/FlipbookMotionBlend.vfx 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TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx index 12d095a1982..8b36783fc76 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Noise.vfx @@ -81,7 +81,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114158099937248418 @@ -283,6 +282,7 @@ 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TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Blue.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Green.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx index 0a57d4c99ca..0e4c3e10913 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Camera.vfx @@ -84,7 +84,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114131763552434164 @@ -274,6 +273,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1536,7 +1536,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: 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TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx index 3f65b468a1c..d95abfb0567 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Cull Mode.vfx @@ -83,7 +83,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114131763552434164 @@ -290,6 +289,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1424,7 +1424,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: 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Mode.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx index d022c5c97f2..723803960b9 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx @@ -84,7 +84,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114131763552434164 @@ -291,6 +290,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + 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TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Position(Depth) - Mode.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/PositionDepthOperator/Red.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx index 6bc16776743..1c6f564d0cc 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx @@ -422,7 +422,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114125123753541676 @@ -547,7 +546,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114140183320049540 @@ -685,6 +683,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114281647140823164} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -2893,7 +2892,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114671603926337860 @@ -3378,9 +3376,9 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114357600846877574} - {fileID: 114324788264161404} - {fileID: 114671603926337860} + - {fileID: 114357600846877574} m_OutputSlots: [] m_Label: m_Data: {fileID: 114983256962673446} @@ -3407,7 +3405,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: --- !u!114 &114774226291935560 MonoBehaviour: m_ObjectHideFlags: 1 @@ -3632,7 +3629,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114819460324136256 @@ -4206,9 +4202,9 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 114727871947304168} - {fileID: 114211570127781968} - {fileID: 114001546260552152} + - {fileID: 114727871947304168} m_OutputSlots: [] m_Label: m_Data: {fileID: 114983256962673446} @@ -4235,7 +4231,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: --- !u!114 &114924410589535930 MonoBehaviour: m_ObjectHideFlags: 1 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/RenderStates.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ClipHalf.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx index 14863cb0a88..25fbe22c633 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx @@ -179,6 +179,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1155,7 +1156,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: f1220cf6edd47f144b54af154c1a37f1, type: 3} - shadergraphGUID: f1220cf6edd47f144b54af154c1a37f1 materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -1412,7 +1412,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8df48ba98a8a0834c82bc312800e6c49, type: 3} - shadergraphGUID: 8df48ba98a8a0834c82bc312800e6c49 materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -1877,7 +1876,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8628baf7ceed85e42aa667264011737c, type: 3} - shadergraphGUID: 8628baf7ceed85e42aa667264011737c materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -2340,7 +2338,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: f1220cf6edd47f144b54af154c1a37f1, type: 3} - shadergraphGUID: f1220cf6edd47f144b54af154c1a37f1 materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -2859,7 +2856,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8df48ba98a8a0834c82bc312800e6c49, type: 3} - shadergraphGUID: 8df48ba98a8a0834c82bc312800e6c49 materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -3378,7 +3374,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 8628baf7ceed85e42aa667264011737c, type: 3} - shadergraphGUID: 8628baf7ceed85e42aa667264011737c materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/LitCapsules.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Metallic.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Normal.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx index 98921ea1fbe..e2cfa49462a 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx @@ -177,6 +177,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1144,7 +1145,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} - shadergraphGUID: 512f82f171764c6479b3c00a0ed7479a materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -1293,7 +1293,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} - shadergraphGUID: 512f82f171764c6479b3c00a0ed7479a materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -1801,7 +1800,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} - shadergraphGUID: 512f82f171764c6479b3c00a0ed7479a materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} @@ -2240,7 +2238,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 512f82f171764c6479b3c00a0ed7479a, type: 3} - shadergraphGUID: 512f82f171764c6479b3c00a0ed7479a materialType: 0 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 0} diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShaderGraphShadowLit.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphLit.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/ShadergraphShadowLit.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Lit/Smoothness.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Rim.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorLit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthLit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGILit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity index 735c466364e..9fbb4b72e80 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity @@ -121,7 +121,7 @@ NavMeshSettings: tileSize: 256 accuratePlacement: 0 maxJobWorkers: 0 - keepTiles: 0 + preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} @@ -154,7 +154,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 m_CookingOptions: 30 m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} @@ -250,7 +250,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 m_CookingOptions: 30 m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} @@ -671,6 +671,7 @@ MonoBehaviour: m_BarrelClipping: 0.25 m_Anamorphism: 0 flipYMode: 0 + xrRendering: 1 fullscreenPassthrough: 0 allowDynamicResolution: 0 customRenderingSettings: 0 @@ -800,7 +801,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: 7a68c43fe1f2a47cfa234b5eeaa98012, type: 3} m_Name: m_EditorClassIdentifier: - m_Version: 9 + m_Version: 10 m_ObsoleteShadowResolutionTier: 1 m_ObsoleteUseShadowQualitySettings: 0 m_ObsoleteCustomShadowResolution: 512 @@ -896,6 +897,8 @@ MonoBehaviour: useVolumetric: 1 featuresFoldout: 1 showAdditionalSettings: 0 + m_AreaLightEmissiveMeshShadowCastingMode: 0 + m_AreaLightEmissiveMeshMotionVectorGenerationMode: 0 --- !u!1 &747672264 GameObject: m_ObjectHideFlags: 0 @@ -1117,8 +1120,6 @@ MonoBehaviour: m_EditorClassIdentifier: m_Profile: {fileID: 0} m_StaticLightingSkyUniqueID: 0 - m_SkySettings: {fileID: 0} - m_SkySettingsFromProfile: {fileID: 0} --- !u!4 &1232081455 Transform: m_ObjectHideFlags: 1 @@ -1162,7 +1163,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 m_CookingOptions: 30 m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene.unity.meta diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene/LightingData.asset b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene/LightingData.asset new file mode 100644 index 00000000000..1868b4d3b42 Binary files /dev/null and b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene/LightingData.asset differ diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene/LightingData.asset.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene/LightingData.asset.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene/LightingData.asset.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleScene/LightingData.asset.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleSceneSettings.lighting b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleSceneSettings.lighting similarity index 90% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleSceneSettings.lighting rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleSceneSettings.lighting index 1910f88659b..7d475d42588 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleSceneSettings.lighting +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/SampleScene/ShadergraphSampleSceneSettings.lighting @@ -7,12 +7,14 @@ LightingSettings: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: ShadergraphSampleSceneSettings + serializedVersion: 3 m_GIWorkflowMode: 1 m_EnableBakedLightmaps: 1 m_EnableRealtimeLightmaps: 0 m_RealtimeEnvironmentLighting: 1 m_BounceScale: 1 m_AlbedoBoost: 1 + m_IndirectOutputScale: 1 m_UsingShadowmask: 0 m_BakeBackend: 1 m_LightmapMaxSize: 1024 @@ -27,7 +29,7 @@ LightingSettings: m_MixedBakeMode: 0 m_LightmapsBakeMode: 1 m_FilterMode: 1 - m_LightmapParameters: {fileID: 0} + m_LightmapParameters: {fileID: 15204, guid: 0000000000000000f000000000000000, type: 0} m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_RealtimeResolution: 2 @@ -44,6 +46,7 @@ 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b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AbsoluteWorldPos.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/AllUVs.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ClipHalf.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/Color.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ColorClipped.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColor.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/RandomColorClipped.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx index 7c61aa68ed2..6012f4a1f08 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx @@ -192,6 +192,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -771,7 +772,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 63806e169d9e80746970e707e38f9073, type: 3} - shadergraphGUID: 63806e169d9e80746970e707e38f9073 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614570 @@ -1922,7 +1922,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 63806e169d9e80746970e707e38f9073, type: 3} - shadergraphGUID: 63806e169d9e80746970e707e38f9073 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614643 @@ -3058,7 +3057,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: ee8ff6caeb3369c45bb5aed7999b4a30, type: 3} - shadergraphGUID: ee8ff6caeb3369c45bb5aed7999b4a30 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614691 @@ -3986,7 +3984,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: ee8ff6caeb3369c45bb5aed7999b4a30, type: 3} - shadergraphGUID: ee8ff6caeb3369c45bb5aed7999b4a30 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614729 @@ -5538,7 +5535,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 96f0d453a8467514485ee69d83b91824, type: 3} - shadergraphGUID: 96f0d453a8467514485ee69d83b91824 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614990 @@ -6674,7 +6670,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 96f0d453a8467514485ee69d83b91824, type: 3} - shadergraphGUID: 96f0d453a8467514485ee69d83b91824 primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661615032 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenAndWorldPos.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ScreenPos.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShaderGraphShadow.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphShadow.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/ShadergraphUnlit.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlpha.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/SimpleWithAlphaAndClip.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx index f5e65a07ce4..7c17cad7413 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx @@ -87,7 +87,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: c55bbaaf41bf5ce4c9c44a9e93f84bca, type: 3} - shadergraphGUID: c55bbaaf41bf5ce4c9c44a9e93f84bca primitiveType: 1 useGeometryShader: 0 --- !u!114 &114131763552434164 @@ -231,6 +230,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/UVColorLerp.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/VertexColor.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/WorldPos.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/a.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/b.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/c.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/d.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quad.fbx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Shadergraph/Unlit/quadcolor.fbx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLit.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx index 0bfb2245bb7..d7f09e95a81 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx @@ -274,6 +274,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1339,7 +1340,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 4 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -1791,7 +1791,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 3 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -3514,7 +3513,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 4 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -3765,7 +3763,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 3 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -4810,7 +4807,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 4 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -5061,7 +5057,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 3 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -6106,7 +6101,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 4 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -6357,7 +6351,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 3 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -7402,7 +7395,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 4 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -7653,7 +7645,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 3 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -8698,7 +8689,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 4 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, @@ -8949,7 +8939,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: materialType: 3 onlyAmbientLighting: 0 diffusionProfileAsset: {fileID: 11400000, guid: cbe1ee9036c47b84ba1b8b3dbcde2aff, diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SimpleLitShadow.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx index 40f9ce0fa76..57bae222f89 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx @@ -83,7 +83,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &114131763552434164 @@ -313,6 +312,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/SimpleGraph.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx index 71c3b4424b9..28c618d8d58 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx @@ -102,6 +102,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContext/Triple.vfx.meta diff --git a/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock.meta new file mode 100644 index 00000000000..b50515a23d2 --- /dev/null +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: eb3253fd15af903479ba15271b0fe9d2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Custom Orient Block.vfxblock.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx index cb2cde00a1b..4b70356a159 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx @@ -42,6 +42,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Main.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx index a0c366731af..22e031b68de 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx @@ -58,6 +58,7 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: @@ -579,7 +580,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614586 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/Sub.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContextWithSubgraphBlock/SubgraphContextWithSubgraphBlock.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx index f80368c5b3a..e5f03c8db26 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx @@ -46,6 +46,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphContexts.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/SubgraphEventTransmission.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXContainer.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx index d86a785c65c..6be78379632 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx @@ -47,6 +47,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx index 1513547dcb3..308f2cfccaf 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx @@ -44,6 +44,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 3} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -704,7 +705,6 @@ MonoBehaviour: useAlphaClipping: 0 generateMotionVector: 0 m_SubOutputs: - - {fileID: 0} - {fileID: 61} cullMode: 0 zWriteMode: 0 @@ -718,7 +718,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &38 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cat.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx index d13dbf96143..9ba0e4febb2 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx @@ -44,6 +44,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 3} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -704,7 +705,6 @@ MonoBehaviour: useAlphaClipping: 0 generateMotionVector: 0 m_SubOutputs: - - {fileID: 0} - {fileID: 61} cullMode: 0 zWriteMode: 0 @@ -718,7 +718,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &38 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_Cow.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx index 8812f82f17f..5fdf4da3f43 100644 --- a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx @@ -43,6 +43,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 3} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -574,7 +575,6 @@ MonoBehaviour: useAlphaClipping: 0 generateMotionVector: 0 m_SubOutputs: - - {fileID: 0} - {fileID: 48} cullMode: 0 zWriteMode: 0 @@ -588,7 +588,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &30 diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/VFXSubgraph_DogNoSpawn.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cat.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/cow.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/SubgraphEventTransmission/animals/dog.jpg.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.playable.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/Timeline.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/WispySmoke03c_8x8_distortion.tga.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_alpha.tga.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_color.tga.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_normals.tga.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/asteroids_4x4_smoothness.tga.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/BufferDisplay.shader.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DiffDisplay.shader.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/DifferenceMat.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/InputBufferMat.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/InputBufferMat.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/AllTests/VFXTests/SortingTest/InputBufferMat.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/SortingTest/InputBufferMat.mat diff --git 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TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphContextWithSubgraphBlock.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphContexts.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphContexts.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphContexts.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphContexts.png diff --git a/TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphContexts.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphContexts.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphContexts.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphContexts.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphEventTransmission.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphEventTransmission.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphEventTransmission.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphEventTransmission.png diff --git a/TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphEventTransmission.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphEventTransmission.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/SubgraphEventTransmission.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/SubgraphEventTransmission.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Timeline.png b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/Timeline.png similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Timeline.png rename to TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/Timeline.png diff --git a/TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Timeline.png.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/Timeline.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/Timeline.png.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/ReferenceImages/Linear/WindowsPlayer/Direct3D11/None/Timeline.png.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Editor/ProceduralSky/ProceduralSkyEditor.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSky.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/ProceduralSkyRenderer.cs.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader index 4e4580889cf..ea8c3f766fb 100644 --- a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader @@ -11,7 +11,7 @@ Shader "Hidden/HDRP/Sky/ProceduralSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ _ENABLE_SUN_DISK diff --git a/TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Samples/High Definition RP/Procedural Sky/Runtime/Resources/ProceduralSky.shader.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TestAsset.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/Tests/TestAsset.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx index 9bc7051e978..268d4b69605 100644 --- a/TestProjects/VisualEffectGraph/Assets/Tests/TestAsset.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx @@ -45,6 +45,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 0} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TestAsset.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TestAsset.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TestAsset.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/OpaqueUnlit.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparencyOverdraw.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLit.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLit.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLit.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLit.mat diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLit.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLit.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLit.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLit.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentLowRes.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/TransparentUnlit.mat.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx index d9a053aa896..688ff672a3b 100644 --- a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx @@ -69,6 +69,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1990,7 +1991,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614596 diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoAfterPostProcess.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx index 13cd970bc51..748486efd72 100644 --- a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx @@ -69,6 +69,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1990,7 +1991,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614596 diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoDefault.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx index 9be1431668d..609d9bbe5b1 100644 --- a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx @@ -69,6 +69,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1990,7 +1991,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614594 diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoLowRes.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx similarity index 99% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx index 536476b6675..100e43a5f51 100644 --- a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx +++ b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx @@ -69,6 +69,7 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] + m_ImportDependencies: [] m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] @@ -1990,7 +1991,6 @@ MonoBehaviour: castShadows: 0 useExposureWeight: 0 shaderGraph: {fileID: 0} - shadergraphGUID: primitiveType: 1 useGeometryShader: 0 --- !u!114 &8926484042661614596 diff --git a/TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/Tests/TransparencyOverdraw/UnityLogoPreRefraction.vfx.meta diff --git a/TestProjects/VisualEffectGraph/Assets/csc.rsp b/TestProjects/VisualEffectGraph_HDRP/Assets/csc.rsp similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/csc.rsp rename to TestProjects/VisualEffectGraph_HDRP/Assets/csc.rsp diff --git a/TestProjects/VisualEffectGraph/Assets/csc.rsp.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/csc.rsp.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/csc.rsp.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/csc.rsp.meta diff --git a/TestProjects/VisualEffectGraph/Assets/empty.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/empty.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/empty.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/empty.unity diff --git a/TestProjects/VisualEffectGraph/Assets/empty.unity.meta b/TestProjects/VisualEffectGraph_HDRP/Assets/empty.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/empty.unity.meta rename to TestProjects/VisualEffectGraph_HDRP/Assets/empty.unity.meta diff --git a/TestProjects/VisualEffectGraph/Assets/scene.unity b/TestProjects/VisualEffectGraph_HDRP/Assets/scene.unity similarity index 100% rename from TestProjects/VisualEffectGraph/Assets/scene.unity rename to TestProjects/VisualEffectGraph_HDRP/Assets/scene.unity diff --git 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"com.unity.modules.vr": "1.0.0", - "com.unity.modules.wind": "1.0.0", - "com.unity.modules.xr": "1.0.0" - }, - "disableProjectUpdate": true, - "testables": [ - "com.unity.testing.visualeffectgraph", - "com.unity.render-pipelines.visualeffectgraph", - "com.unity.testframework.graphics" - ] -} diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/DynamicsManager.asset b/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/DynamicsManager.asset deleted file mode 100644 index 78992f08c7a..00000000000 --- a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/DynamicsManager.asset +++ /dev/null @@ -1,29 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!55 &1 -PhysicsManager: - m_ObjectHideFlags: 0 - serializedVersion: 7 - m_Gravity: {x: 0, y: -9.81, z: 0} - m_DefaultMaterial: {fileID: 0} - m_BounceThreshold: 2 - m_SleepThreshold: 0.005 - m_DefaultContactOffset: 0.01 - m_DefaultSolverIterations: 6 - m_DefaultSolverVelocityIterations: 1 - m_QueriesHitBackfaces: 0 - 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ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/VFXManager.asset b/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/VFXManager.asset deleted file mode 100644 index f9fcfbf74f2..00000000000 --- a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/VFXManager.asset +++ /dev/null @@ -1,12 +0,0 @@ -%YAML 1.1 -%TAG !u! tag:unity3d.com,2011: ---- !u!937362698 &1 -VFXManager: - m_ObjectHideFlags: 0 - m_IndirectShader: {fileID: 7200000, guid: 84a17cfa13e40ae4082ef42714f0a81c, type: 3} - m_CopyBufferShader: {fileID: 7200000, guid: 23c51f21a3503f6428b527b01f8a2f4e, type: 3} - m_SortShader: {fileID: 7200000, guid: ea257ca3cfb12a642a5025e612af6b2a, type: 3} - m_StripUpdateShader: {fileID: 7200000, guid: 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index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.unity b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.unity similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.unity rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.unity diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.unity.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.unity.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.unity.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.unity.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx similarity index 95% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.vfx rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx index 99bf468a513..12719d0d3c0 100644 --- a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.vfx +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx @@ -14,7 +14,6 @@ MonoBehaviour: m_EditorClassIdentifier: groupInfos: [] stickyNoteInfos: [] - systemInfos: [] categories: [] uiBounds: serializedVersion: 2 @@ -80,7 +79,8 @@ MonoBehaviour: min: -Infinity max: Infinity descendantCount: 0 - m_GraphVersion: 3 + m_ImportDependencies: [] + m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] m_CategoryPath: @@ -92,42 +92,7 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: Fog m_Graph: {fileID: 114350483966674976} - m_ShaderSources: [] m_Infos: - m_Expressions: - m_Expressions: [] - m_NeedsLocalToWorld: 0 - m_NeedsWorldToLocal: 0 - m_NeededMainCameraBuffers: 0 - m_PropertySheet: - m_Float: - m_Array: [] - m_Vector2f: - m_Array: [] - m_Vector3f: - m_Array: [] - m_Vector4f: - m_Array: [] - m_Uint: - m_Array: [] - m_Int: - m_Array: [] - m_Matrix4x4f: - m_Array: [] - m_AnimationCurve: - m_Array: [] - m_Gradient: - m_Array: [] - m_NamedObject: - m_Array: [] - m_Bool: - m_Array: [] - m_ExposedExpressions: [] - m_Buffers: [] - m_TemporaryBuffers: [] - m_CPUBuffers: [] - m_Events: [] - m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 shadowCastingMode: 0 @@ -139,7 +104,6 @@ VisualEffectResource: m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 m_InitialEventName: OnPlay - m_Systems: [] --- !u!114 &8926484042661614609 MonoBehaviour: m_ObjectHideFlags: 0 @@ -373,7 +337,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: Spawn Rate (in number per seconds) + m_Tooltip: Sets the number of particles to be spawned per second. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -498,7 +462,14 @@ MonoBehaviour: m_serializedType: m_SerializableType: UnityEditor.VFX.AABox, Unity.VisualEffectGraph.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The culling bounds of this system. The Visual Effect is only visible + if the bounding box specified here is visible to the camera. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] --- !u!114 &8926484042661614670 @@ -538,7 +509,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The centre of the box. + m_Tooltip: Sets the center of the box. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -679,7 +650,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The size of the box along each axis. + m_Tooltip: Sets the size of the box along each axis. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -924,7 +895,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: Frame rate of the flipbook + m_Tooltip: Sets the frame rate of the flipbook in frames per second. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -976,10 +947,10 @@ MonoBehaviour: m_UICollapsed: 0 m_UISuperCollapsed: 0 m_InputSlots: - - {fileID: 8926484042661614749} - {fileID: 8926484042661614750} - 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m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.1 + m_Space: 2147483647 + m_Property: + name: softParticleFadeDistance + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: + - m_Type: 1 + m_Min: 0.001 + m_Max: Infinity + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.vfx.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/100_Fog.vfx.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/100_Fog.vfx.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity similarity index 99% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity index 43ef4e7b3a9..50c526693a6 100644 --- a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleScene.unity @@ -97,7 +97,7 @@ LightmapSettings: m_ExportTrainingData: 0 m_TrainingDataDestination: TrainingData m_LightProbeSampleCountMultiplier: 4 - m_LightingDataAsset: {fileID: 112000000, guid: 9453e396005f22c4f96475f4d381e443, + m_LightingDataAsset: {fileID: 112000002, guid: 9453e396005f22c4f96475f4d381e443, type: 2} m_LightingSettings: {fileID: 4890085278179872738, guid: 9cb041aa387b55a428d7618cebbe4185, type: 2} @@ -120,6 +120,8 @@ NavMeshSettings: manualTileSize: 0 tileSize: 256 accuratePlacement: 0 + maxJobWorkers: 0 + preserveTilesOutsideBounds: 0 debug: m_Flags: 0 m_NavMeshData: {fileID: 0} @@ -152,7 +154,7 @@ MeshCollider: m_Material: {fileID: 0} m_IsTrigger: 0 m_Enabled: 1 - serializedVersion: 3 + serializedVersion: 4 m_Convex: 0 m_CookingOptions: 30 m_Mesh: {fileID: 10209, guid: 0000000000000000e000000000000000, type: 0} @@ -248,7 +250,7 @@ MeshCollider: m_Material: 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rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleSceneSettings.lighting diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleSceneSettings.lighting.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleSceneSettings.lighting.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleSceneSettings.lighting.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/101_ShadergraphSampleSceneSettings.lighting.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/DefaultMaterial.mat b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/DefaultMaterial.mat similarity index 97% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/DefaultMaterial.mat rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/DefaultMaterial.mat index 63fa4672710..23b6db1d3ed 100644 --- a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/DefaultMaterial.mat +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/DefaultMaterial.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 4 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -88,3 +88,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 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TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat index 953a7dd94b1..719e8501ebf 100644 --- a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/EmissiveRed.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -26,7 +26,7 @@ Material: m_LightmapFlags: 2 m_EnableInstancingVariants: 0 m_DoubleSidedGI: 0 - m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -88,3 +88,4 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 1, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git 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a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.mat.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleColor.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.mat.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleDepth.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.mat.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/ReferenceSampleGI.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleColorUnlit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleDepthUnlit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleGIUnlit.shadergraph.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx similarity index 89% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx index a970017d80b..6edf6437f78 100644 --- a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx +++ b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx @@ -53,7 +53,8 @@ MonoBehaviour: m_UIPosition: {x: 707, y: 595} m_UICollapsed: 0 m_UISuperCollapsed: 0 - m_InputSlots: [] + m_InputSlots: + - {fileID: 8926484042661614665} m_OutputSlots: [] m_Label: m_Data: {fileID: 114428730288789306} @@ -66,8 +67,7 @@ MonoBehaviour: blendMode: 1 useAlphaClipping: 0 generateMotionVector: 0 - m_SubOutputs: - - {fileID: 0} + m_SubOutputs: [] cullMode: 0 zWriteMode: 0 zTestMode: 0 @@ -81,7 +81,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: c7edbefd9ca231244bf53cec1c08f536, type: 3} - shadergraphGUID: c7edbefd9ca231244bf53cec1c08f536 primitiveType: 1 useGeometryShader: 0 --- !u!114 &114307113894698210 @@ -117,7 +116,14 @@ MonoBehaviour: m_serializedType: m_SerializableType: UnityEditor.VFX.AABox, Unity.VisualEffectGraph.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The culling bounds of this system. The Visual Effect is only visible + if the bounding box specified here is visible to the camera. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] --- !u!114 &114340500867371532 @@ -134,7 +140,6 @@ MonoBehaviour: m_EditorClassIdentifier: groupInfos: [] stickyNoteInfos: [] - systemInfos: [] categories: [] uiBounds: serializedVersion: 2 @@ -167,7 +172,8 @@ MonoBehaviour: m_UISuperCollapsed: 0 m_UIInfos: {fileID: 114340500867371532} m_ParameterInfo: [] - m_GraphVersion: 3 + m_ImportDependencies: [] + m_GraphVersion: 4 m_saved: 1 m_SubgraphDependencies: [] m_CategoryPath: @@ -340,7 +346,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: Spawn Rate (in number per seconds) + m_Tooltip: Sets the number of particles to be spawned per second. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -570,7 +576,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The size of the box along each axis. + m_Tooltip: Sets the size of the box along each axis. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -612,7 +618,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: The centre of the box. + m_Tooltip: Sets the center of the box. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -625,42 +631,7 @@ VisualEffectResource: m_PrefabAsset: {fileID: 0} m_Name: SampleScene m_Graph: {fileID: 114350483966674976} - m_ShaderSources: [] m_Infos: - m_Expressions: - m_Expressions: [] - m_NeedsLocalToWorld: 0 - m_NeedsWorldToLocal: 0 - m_NeededMainCameraBuffers: 0 - m_PropertySheet: - m_Float: - m_Array: [] - m_Vector2f: - m_Array: [] - m_Vector3f: - m_Array: [] - m_Vector4f: - m_Array: [] - m_Uint: - m_Array: [] - m_Int: - m_Array: [] - m_Matrix4x4f: - m_Array: [] - m_AnimationCurve: - m_Array: [] - m_Gradient: - m_Array: [] - m_NamedObject: - m_Array: [] - m_Bool: - m_Array: [] - m_ExposedExpressions: [] - m_Buffers: [] - m_TemporaryBuffers: [] - m_CPUBuffers: [] - m_Events: [] - m_RuntimeVersion: 10 m_RendererSettings: motionVectorGenerationMode: 0 shadowCastingMode: 0 @@ -672,7 +643,6 @@ VisualEffectResource: m_PreWarmDeltaTime: 0.05 m_PreWarmStepCount: 0 m_InitialEventName: OnPlay - m_Systems: [] --- !u!114 &8926484042661614553 MonoBehaviour: m_ObjectHideFlags: 1 @@ -752,7 +722,13 @@ MonoBehaviour: m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The uniform size of the particle. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] --- !u!114 &8926484042661614568 @@ -813,7 +789,13 @@ MonoBehaviour: m_serializedType: m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The current position of the particle. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] --- !u!114 &8926484042661614570 @@ -1015,7 +997,13 @@ MonoBehaviour: m_serializedType: m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The current position of the particle. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] --- !u!114 &8926484042661614576 @@ -1179,7 +1167,8 @@ MonoBehaviour: m_UIPosition: {x: 703, y: 1077} m_UICollapsed: 0 m_UISuperCollapsed: 0 - m_InputSlots: [] + m_InputSlots: + - {fileID: 8926484042661614666} m_OutputSlots: [] m_Label: m_Data: {fileID: 114428730288789306} @@ -1192,8 +1181,7 @@ MonoBehaviour: blendMode: 1 useAlphaClipping: 0 generateMotionVector: 0 - m_SubOutputs: - - {fileID: 0} + m_SubOutputs: [] cullMode: 0 zWriteMode: 0 zTestMode: 0 @@ -1207,7 +1195,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: 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&8926484042661614651 @@ -1516,6 +1515,7 @@ MonoBehaviour: m_InputSlots: - {fileID: 8926484042661614653} - {fileID: 8926484042661614654} + - {fileID: 8926484042661614667} m_OutputSlots: [] m_Label: m_Data: {fileID: 114428730288789306} @@ -1528,8 +1528,7 @@ MonoBehaviour: blendMode: 3 useAlphaClipping: 0 generateMotionVector: 0 - m_SubOutputs: - - {fileID: 0} + m_SubOutputs: [] cullMode: 0 zWriteMode: 0 zTestMode: 0 @@ -1543,7 +1542,6 @@ MonoBehaviour: useExposureWeight: 0 shaderGraph: {fileID: -5475051401550479605, guid: 6e56af5c92410424298ef2f22ac60a1b, type: 3} - shadergraphGUID: 6e56af5c92410424298ef2f22ac60a1b --- !u!114 &8926484042661614653 MonoBehaviour: m_ObjectHideFlags: 0 @@ -1579,7 +1577,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: Mesh to be used for particle rendering. + m_Tooltip: Specifies the mesh used to render the particle. m_Regex: m_RegexMaxLength: 0 m_Direction: 0 @@ -1619,7 +1617,7 @@ MonoBehaviour: - m_Type: 3 m_Min: -Infinity m_Max: Infinity - m_Tooltip: Define a bitmask to control which submeshes are rendered. + m_Tooltip: Defines a bitmask to control which submeshes are rendered. m_Regex: m_RegexMaxLength: 0 - m_Type: 8 @@ -1688,7 +1686,13 @@ MonoBehaviour: m_serializedType: m_SerializableType: UnityEditor.VFX.Position, Unity.VisualEffectGraph.Editor, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The current position of the particle. + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] --- !u!114 &8926484042661614659 @@ -1889,6 +1893,150 @@ MonoBehaviour: m_serializedType: m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 - attributes: [] + attributes: + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: The uniform size of the particle. + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 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m_RegexMaxLength: 0 + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: Alpha threshold used for pixel clipping + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614666 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614666} + m_MasterData: + m_Owner: {fileID: 8926484042661614608} + m_Value: + m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.5 + m_Space: 2147483647 + m_Property: + name: alphaThreshold + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: Alpha threshold used for pixel clipping + m_Regex: + m_RegexMaxLength: 0 + m_Direction: 0 + m_LinkedSlots: [] +--- !u!114 &8926484042661614667 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: f780aa281814f9842a7c076d436932e7, type: 3} + m_Name: + m_EditorClassIdentifier: + m_Parent: {fileID: 0} + m_Children: [] + m_UIPosition: {x: 0, y: 0} + m_UICollapsed: 1 + m_UISuperCollapsed: 0 + m_MasterSlot: {fileID: 8926484042661614667} + m_MasterData: + m_Owner: {fileID: 8926484042661614651} + m_Value: + m_Type: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + m_SerializableObject: 0.5 + m_Space: 2147483647 + m_Property: + name: alphaThreshold + m_serializedType: + m_SerializableType: System.Single, mscorlib, Version=4.0.0.0, Culture=neutral, + PublicKeyToken=b77a5c561934e089 + attributes: + - m_Type: 0 + m_Min: 0 + m_Max: 1 + m_Tooltip: + m_Regex: + m_RegexMaxLength: 0 + - m_Type: 3 + m_Min: -Infinity + m_Max: Infinity + m_Tooltip: Alpha threshold used for pixel clipping + m_Regex: + m_RegexMaxLength: 0 m_Direction: 0 m_LinkedSlots: [] diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta b/TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta rename to TestProjects/VisualEffectGraph_URP/Assets/GraphicsTests/Shadergraph/SampleScene/SampleScene.vfx.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/LWRP.asset b/TestProjects/VisualEffectGraph_URP/Assets/LWRP.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/LWRP.asset rename to TestProjects/VisualEffectGraph_URP/Assets/LWRP.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/LWRP.asset.meta b/TestProjects/VisualEffectGraph_URP/Assets/LWRP.asset.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/LWRP.asset.meta rename to TestProjects/VisualEffectGraph_URP/Assets/LWRP.asset.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/000_MultiOutput.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/000_MultiOutput.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/000_MultiOutput.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/000_MultiOutput.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/000_MultiOutput.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/000_MultiOutput.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/000_MultiOutput.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/000_MultiOutput.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/001_Animator.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/001_Animator.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/001_Animator.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/001_Animator.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/001_Animator.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/001_Animator.png.meta similarity index 100% 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TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/005_PlanarPrimitives.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/005_PlanarPrimitives.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/005_PlanarPrimitives.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/005_PlanarPrimitives.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/005_PlanarPrimitives.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/006_StripAttributes.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/006_StripAttributes.png similarity index 100% rename from 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similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/100_Fog.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/100_Fog.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/100_Fog.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/100_Fog.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/100_Fog.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxEditor/OpenGLCore/None/100_Fog.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/000_MultiOutput.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/None/000_MultiOutput.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/000_MultiOutput.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/None/000_MultiOutput.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/000_MultiOutput.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/None/000_MultiOutput.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/000_MultiOutput.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/None/000_MultiOutput.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/001_Animator.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/LinuxPlayer/OpenGLCore/None/001_Animator.png similarity index 100% rename from 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TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/OSXPlayer/Metal/None/006_StripAttributes.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/000_MultiOutput.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/000_MultiOutput.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/000_MultiOutput.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/000_MultiOutput.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/000_MultiOutput.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/000_MultiOutput.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/000_MultiOutput.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/000_MultiOutput.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_Animator.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/001_Animator.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_Animator.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/001_Animator.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_Animator.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/001_Animator.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/001_Animator.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/001_Animator.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_Gradient.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/002_Gradient.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_Gradient.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/002_Gradient.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_Gradient.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/002_Gradient.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/002_Gradient.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/002_Gradient.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_EventAttribute.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/003_EventAttribute.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_EventAttribute.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/003_EventAttribute.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_EventAttribute.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/003_EventAttribute.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/003_EventAttribute.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/003_EventAttribute.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/004_Bounds.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/004_Bounds.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/004_Bounds.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/004_Bounds.png diff --git 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TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/005_PlanarPrimitives.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/005_PlanarPrimitives.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/005_PlanarPrimitives.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/005_PlanarPrimitives.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/005_PlanarPrimitives.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/006_StripAttributes.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/006_StripAttributes.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/006_StripAttributes.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/006_StripAttributes.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/006_StripAttributes.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/006_StripAttributes.png.meta similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/006_StripAttributes.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/006_StripAttributes.png.meta diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/008_AssetBundle.png b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/008_AssetBundle.png similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/008_AssetBundle.png rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/008_AssetBundle.png diff --git a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/008_AssetBundle.png.meta b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/008_AssetBundle.png.meta similarity index 93% rename from TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/008_AssetBundle.png.meta rename to TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/008_AssetBundle.png.meta index 84ce08c0a45..aabfa18de3a 100644 --- a/TestProjects/VisualEffectGraph_LWRP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/008_AssetBundle.png.meta +++ b/TestProjects/VisualEffectGraph_URP/Assets/ReferenceImages/Linear/WindowsEditor/Direct3D11/None/008_AssetBundle.png.meta @@ -3,10 +3,10 @@ guid: b36f995ec598c404fa95d4afaa947745 TextureImporter: internalIDToNameTable: [] externalObjects: {} - serializedVersion: 10 + serializedVersion: 11 mipmaps: mipMapMode: 0 - enableMipMap: 1 + enableMipMap: 0 sRGBTexture: 1 linearTexture: 0 fadeOut: 0 @@ -20,9 +20,10 @@ TextureImporter: externalNormalMap: 0 heightScale: 0.25 normalMapFilter: 0 - isReadable: 0 + isReadable: 1 streamingMipmaps: 0 streamingMipmapsPriority: 0 + vTOnly: 0 grayScaleToAlpha: 0 generateCubemap: 6 cubemapConvolution: 0 @@ -37,7 +38,7 @@ TextureImporter: wrapU: -1 wrapV: -1 wrapW: -1 - nPOTScale: 1 + nPOTScale: 0 lightmap: 0 compressionQuality: 50 spriteMode: 0 @@ -58,13 +59,14 @@ TextureImporter: compressionQualitySet: 0 textureFormatSet: 0 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a/TestProjects/VisualEffectGraph_URP/Packages/manifest.json b/TestProjects/VisualEffectGraph_URP/Packages/manifest.json new file mode 100644 index 00000000000..4454596322e --- /dev/null +++ b/TestProjects/VisualEffectGraph_URP/Packages/manifest.json @@ -0,0 +1,53 @@ +{ + "dependencies": { + "com.unity.ide.rider": "1.1.4", + "com.unity.ide.vscode": "1.1.3", + "com.unity.render-pipelines.core": "file:../../../com.unity.render-pipelines.core", + "com.unity.render-pipelines.universal": "file:../../../com.unity.render-pipelines.universal", + "com.unity.shadergraph": "file:../../../com.unity.shadergraph", + "com.unity.test-framework": "1.1.14", + "com.unity.test-framework.build": "0.0.1-preview.12", + "com.unity.test-framework.utp-reporter": "1.0.2-preview", + "com.unity.testframework.graphics": "7.2.2-preview", + "com.unity.testing.visualeffectgraph": "file:../../../com.unity.testing.visualeffectgraph", + "com.unity.ugui": "1.0.0", + "com.unity.visualeffectgraph": "file:../../../com.unity.visualeffectgraph", + "com.unity.modules.ai": "1.0.0", + "com.unity.modules.androidjni": "1.0.0", + "com.unity.modules.animation": "1.0.0", + "com.unity.modules.assetbundle": "1.0.0", + "com.unity.modules.audio": "1.0.0", + "com.unity.modules.cloth": "1.0.0", + "com.unity.modules.director": "1.0.0", + "com.unity.modules.imageconversion": "1.0.0", + "com.unity.modules.imgui": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0", + "com.unity.modules.particlesystem": "1.0.0", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.physics2d": "1.0.0", + "com.unity.modules.screencapture": "1.0.0", + "com.unity.modules.terrain": "1.0.0", + "com.unity.modules.terrainphysics": "1.0.0", + "com.unity.modules.tilemap": "1.0.0", + "com.unity.modules.ui": "1.0.0", + "com.unity.modules.uielements": "1.0.0", + "com.unity.modules.umbra": "1.0.0", + "com.unity.modules.unityanalytics": "1.0.0", + "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.modules.unitywebrequestassetbundle": "1.0.0", + "com.unity.modules.unitywebrequestaudio": "1.0.0", + "com.unity.modules.unitywebrequesttexture": "1.0.0", + "com.unity.modules.unitywebrequestwww": "1.0.0", + "com.unity.modules.vehicles": "1.0.0", + "com.unity.modules.video": "1.0.0", + "com.unity.modules.vr": "1.0.0", + "com.unity.modules.wind": "1.0.0", + "com.unity.modules.xr": "1.0.0" + }, + "disableProjectUpdate": true, + "testables": [ + "com.unity.testing.visualeffectgraph", + "com.unity.render-pipelines.visualeffectgraph", + "com.unity.testframework.graphics" + ] +} diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/AudioManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/AudioManager.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/AudioManager.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/AudioManager.asset diff --git a/TestProjects/VisualEffectGraph/ProjectSettings/ClusterInputManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/ClusterInputManager.asset similarity index 100% rename from TestProjects/VisualEffectGraph/ProjectSettings/ClusterInputManager.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/ClusterInputManager.asset diff --git a/TestProjects/VisualEffectGraph/ProjectSettings/DynamicsManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/DynamicsManager.asset similarity index 100% rename from TestProjects/VisualEffectGraph/ProjectSettings/DynamicsManager.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/DynamicsManager.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/EditorBuildSettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorBuildSettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/EditorBuildSettings.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/EditorSettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/EditorSettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/EditorSettings.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/GraphicsSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/GraphicsSettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/GraphicsSettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/GraphicsSettings.asset diff --git a/TestProjects/VisualEffectGraph_URP/ProjectSettings/InputManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/InputManager.asset new file mode 100644 index 00000000000..33c4a063e86 --- /dev/null +++ b/TestProjects/VisualEffectGraph_URP/ProjectSettings/InputManager.asset @@ -0,0 +1,487 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!13 &1 +InputManager: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Axes: + - serializedVersion: 3 + m_Name: Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: a + altPositiveButton: d + gravity: 3 + dead: 0.001 + sensitivity: 3 + snap: 1 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: s + altPositiveButton: w + gravity: 3 + dead: 0.001 + sensitivity: 3 + snap: 1 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire1 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left ctrl + altNegativeButton: + altPositiveButton: mouse 0 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire2 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left alt + altNegativeButton: + altPositiveButton: mouse 1 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Fire3 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left shift + altNegativeButton: + altPositiveButton: mouse 2 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Jump + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: space + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse X + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse Y + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 1 + joyNum: 0 + - serializedVersion: 3 + m_Name: Mouse ScrollWheel + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0 + sensitivity: 0.1 + snap: 0 + invert: 0 + type: 1 + axis: 2 + joyNum: 0 + - serializedVersion: 3 + m_Name: Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: + altNegativeButton: + altPositiveButton: + gravity: 0 + dead: 0.19 + sensitivity: 1 + snap: 0 + invert: 0 + type: 2 + axis: 0 + joyNum: 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altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Jump + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: joystick button 3 + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Submit + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: return + altNegativeButton: + altPositiveButton: joystick button 0 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Submit + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: enter + altNegativeButton: + altPositiveButton: space + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Cancel + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: escape + altNegativeButton: + altPositiveButton: joystick button 1 + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Enable Debug Button 1 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left ctrl + altNegativeButton: + altPositiveButton: joystick button 8 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Enable Debug Button 2 + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: backspace + altNegativeButton: + altPositiveButton: joystick button 9 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Next + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page down + altNegativeButton: + altPositiveButton: joystick button 5 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Previous + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: page up + altNegativeButton: + altPositiveButton: joystick button 4 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Validate + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: return + altNegativeButton: + altPositiveButton: joystick button 0 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Persistent + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: right shift + altNegativeButton: + altPositiveButton: joystick button 2 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Multiplier + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left shift + altNegativeButton: + altPositiveButton: joystick button 3 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Vertical + descriptiveName: + descriptiveNegativeName: + negativeButton: down + positiveButton: up + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 6 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Horizontal + descriptiveName: + descriptiveNegativeName: + negativeButton: left + positiveButton: right + altNegativeButton: + altPositiveButton: + gravity: 1000 + dead: 0.001 + sensitivity: 1000 + snap: 0 + invert: 0 + type: 2 + axis: 5 + joyNum: 0 + - serializedVersion: 3 + m_Name: Debug Reset + descriptiveName: + descriptiveNegativeName: + negativeButton: + positiveButton: left alt + altNegativeButton: + altPositiveButton: joystick button 1 + gravity: 0 + dead: 0 + sensitivity: 0 + snap: 0 + invert: 0 + type: 0 + axis: 0 + joyNum: 0 diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/NavMeshAreas.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/NavMeshAreas.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/NavMeshAreas.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/NavMeshAreas.asset diff --git a/TestProjects/VisualEffectGraph/ProjectSettings/NetworkManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/NetworkManager.asset similarity index 100% rename from TestProjects/VisualEffectGraph/ProjectSettings/NetworkManager.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/NetworkManager.asset diff --git a/TestProjects/VisualEffectGraph/ProjectSettings/Physics2DSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/Physics2DSettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph/ProjectSettings/Physics2DSettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/Physics2DSettings.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/PresetManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/PresetManager.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/PresetManager.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/PresetManager.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/ProjectSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/ProjectSettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/QualitySettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/QualitySettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/QualitySettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/QualitySettings.asset diff --git a/TestProjects/VisualEffectGraph/ProjectSettings/TagManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/TagManager.asset similarity index 100% rename from TestProjects/VisualEffectGraph/ProjectSettings/TagManager.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/TagManager.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/TimeManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/TimeManager.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/TimeManager.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/TimeManager.asset diff --git a/TestProjects/VisualEffectGraph_URP/ProjectSettings/URPProjectSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/URPProjectSettings.asset new file mode 100644 index 00000000000..91791f36dfa --- /dev/null +++ b/TestProjects/VisualEffectGraph_URP/ProjectSettings/URPProjectSettings.asset @@ -0,0 +1,15 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &1 +MonoBehaviour: + m_ObjectHideFlags: 61 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: 247994e1f5a72c2419c26a37e9334c01, type: 3} + m_Name: + m_EditorClassIdentifier: + m_LastMaterialVersion: 2 diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/UnityConnectSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/UnityConnectSettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/UnityConnectSettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/UnityConnectSettings.asset diff --git a/TestProjects/VisualEffectGraph_URP/ProjectSettings/VFXManager.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/VFXManager.asset new file mode 100644 index 00000000000..3bce10718e4 --- /dev/null +++ b/TestProjects/VisualEffectGraph_URP/ProjectSettings/VFXManager.asset @@ -0,0 +1,14 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!937362698 &1 +VFXManager: + m_ObjectHideFlags: 0 + m_IndirectShader: {fileID: 7200000, guid: 84a17cfa13e40ae4082ef42714f0a81c, type: 3} + m_CopyBufferShader: {fileID: 7200000, guid: 23c51f21a3503f6428b527b01f8a2f4e, type: 3} + m_SortShader: {fileID: 7200000, guid: ea257ca3cfb12a642a5025e612af6b2a, type: 3} + m_StripUpdateShader: {fileID: 7200000, guid: 8fa6c4009fe2a4d4486c62736fc30ad8, type: 3} + m_RenderPipeSettingsPath: Packages/com.unity.visualeffectgraph/Shaders/RenderPipeline/universal + m_FixedTimeStep: 0.016666668 + m_MaxDeltaTime: 0.05 + m_CompiledVersion: 2 + m_RuntimeVersion: 12 diff --git a/TestProjects/VisualEffectGraph_LWRP/ProjectSettings/XRSettings.asset b/TestProjects/VisualEffectGraph_URP/ProjectSettings/XRSettings.asset similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/ProjectSettings/XRSettings.asset rename to TestProjects/VisualEffectGraph_URP/ProjectSettings/XRSettings.asset diff --git a/TestProjects/VisualEffectGraph_LWRP/TestRunnerOptions.json b/TestProjects/VisualEffectGraph_URP/TestRunnerOptions.json similarity index 100% rename from TestProjects/VisualEffectGraph_LWRP/TestRunnerOptions.json rename to TestProjects/VisualEffectGraph_URP/TestRunnerOptions.json diff --git a/Tools/Unity.ps1 b/Tools/Unity.ps1 new file mode 100644 index 00000000000..baff8cd76be --- /dev/null +++ b/Tools/Unity.ps1 @@ -0,0 +1,191 @@ +Function Set-ScreenResolution { + + <# + .Synopsis + Sets the Screen Resolution of the primary monitor + .Description + Uses Pinvoke and ChangeDisplaySettings Win32API to make the change + .Example + Set-ScreenResolution -Width 1024 -Height 768 + #> + param ( + [Parameter(Mandatory = $true, + Position = 0)] + [int] + $Width, + + [Parameter(Mandatory = $true, + Position = 1)] + [int] + $Height + ) + + $pinvokeCode = @" + + using System; + using System.Runtime.InteropServices; + + namespace Resolution + { + + [StructLayout(LayoutKind.Sequential)] + public struct DEVMODE1 + { + [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] + public string dmDeviceName; + public short dmSpecVersion; + public short dmDriverVersion; + public short dmSize; + public short dmDriverExtra; + public int dmFields; + + public short dmOrientation; + public short dmPaperSize; + public short dmPaperLength; + public short dmPaperWidth; + + public short dmScale; + public short dmCopies; + public short dmDefaultSource; + public short dmPrintQuality; + public short dmColor; + public short dmDuplex; + public short dmYResolution; + public short dmTTOption; + public short dmCollate; + [MarshalAs(UnmanagedType.ByValTStr, SizeConst = 32)] + public string dmFormName; + public short dmLogPixels; + public short dmBitsPerPel; + public int dmPelsWidth; + public int dmPelsHeight; + + public int dmDisplayFlags; + public int dmDisplayFrequency; + + public int dmICMMethod; + public int dmICMIntent; + public int dmMediaType; + public int dmDitherType; + public int dmReserved1; + public int dmReserved2; + + public int dmPanningWidth; + public int dmPanningHeight; + }; + + + + class User_32 + { + [DllImport("user32.dll")] + public static extern int EnumDisplaySettings(string deviceName, int modeNum, ref DEVMODE1 devMode); + [DllImport("user32.dll")] + public static extern int ChangeDisplaySettings(ref DEVMODE1 devMode, int flags); + + public const int ENUM_CURRENT_SETTINGS = -1; + public const int CDS_UPDATEREGISTRY = 0x01; + public const int CDS_TEST = 0x02; + public const int DISP_CHANGE_SUCCESSFUL = 0; + public const int DISP_CHANGE_RESTART = 1; + public const int DISP_CHANGE_FAILED = -1; + } + + + + public class PrmaryScreenResolution + { + static public string ChangeResolution(int width, int height) + { + + DEVMODE1 dm = GetDevMode1(); + + if (0 != User_32.EnumDisplaySettings(null, User_32.ENUM_CURRENT_SETTINGS, ref dm)) + { + + dm.dmPelsWidth = width; + dm.dmPelsHeight = height; + + int iRet = User_32.ChangeDisplaySettings(ref dm, User_32.CDS_TEST); + + if (iRet == User_32.DISP_CHANGE_FAILED) + { + return "Unable To Process Your Request. Sorry For This Inconvenience."; + } + else + { + iRet = User_32.ChangeDisplaySettings(ref dm, User_32.CDS_UPDATEREGISTRY); + switch (iRet) + { + case User_32.DISP_CHANGE_SUCCESSFUL: + { + return "Success"; + } + case User_32.DISP_CHANGE_RESTART: + { + return "You Need To Reboot For The Change To Happen.\n If You Feel Any Problem After Rebooting Your Machine\nThen Try To Change Resolution In Safe Mode."; + } + default: + { + return "Failed To Change The Resolution"; + } + } + + } + + + } + else + { + return "Failed To Change The Resolution."; + } + } + + private static DEVMODE1 GetDevMode1() + { + DEVMODE1 dm = new DEVMODE1(); + dm.dmDeviceName = new String(new char[32]); + dm.dmFormName = new String(new char[32]); + dm.dmSize = (short)Marshal.SizeOf(dm); + return dm; + } + } + } + +"@ + + Add-Type $pinvokeCode -ErrorAction SilentlyContinue + [Resolution.PrmaryScreenResolution]::ChangeResolution($width, $height) +} + +Function Cmd-RunInteractive { + param( + + [string]$Command, + [switch]$Admin = $false, + [switch]$PowerShellPrompt = $false, + [switch]$CommandPrompt = $false + + ) + + $RunCMD = $Command + $level = 'LIMITED' + + if ($CommandPrompt -eq $true) { + $RunCMD = "C:\Windows\System32\cmd.exe /c $command" + } + + if ($PowerShellPrompt -eq $true) { + $RunCMD = "C:\Windows\System32\WindowsPowerShell\v1.0\powershell.exe -command $Command" + } + + if ($Admin -eq $true) { + $level = 'HIGHEST' + } + + Write-Host -Object "Launching $RunCMD with $level rights" + $null = schtasks.exe /Delete /TN 'GUI Command' /F + $null = schtasks.exe /Create /SC ONCE /TR "$RunCMD" /IT /ST 00:00 /SD 01/01/9999 /TN 'GUI Command' /RL $level /RU bokken + $null = schtasks.exe /Run /TN 'GUI Command' + $null = schtasks.exe /Delete /TN "GUI Command" /F +} \ No newline at end of file diff --git a/Tools/git-hook/__init__.py b/Tools/git-hook/__init__.py new file mode 100644 index 00000000000..e69de29bb2d diff --git a/Tools/git-hook/postinstall.py b/Tools/git-hook/postinstall.py new file mode 100644 index 00000000000..e4ad15bcb57 --- /dev/null +++ b/Tools/git-hook/postinstall.py @@ -0,0 +1,39 @@ +#!/usr/bin/python + +import sys, os, subprocess, re +from os import path as os_path + + +# To use with preinstall.py +# Appends pre-existing hooks to the ones we're installing. +def append_old_hooks(): + hooks = ["pre-push", "post-commit", "post-merge", "post-checkout"] + + root = subprocess.check_output(["git", "rev-parse", "--show-toplevel"]) + path = root.decode('utf-8').rstrip() + "/.git/hooks/" + for hook in hooks: + newly_installed_hook = path + hook + tmp_hook = "./git-hook/tmp_" + hook + + if not os_path.exists(tmp_hook): + continue + + with open(newly_installed_hook, 'r') as newly_installed_hook_file: + newly_installed_hook_data = [ x.strip('\n') for x in list(newly_installed_hook_file) ] + with open(tmp_hook, 'r') as tmp_hook_file: + tmp_hook_data = [ x.strip('\n') for x in list(tmp_hook_file) ] + + # Append only the difference + with open(newly_installed_hook, 'a') as newly_installed_hook_file: + newly_installed_hook_file.write('\n') + pattern = re.compile("^#\s\s\s(At:).*$") + for line in tmp_hook_data: + # Don't append the time tag husky is adding (not pattern.match(line)) + if line not in newly_installed_hook_data and not pattern.match(line): + newly_installed_hook_file.write(line + '\n') + + os.remove(tmp_hook) + + +if __name__== "__main__": + append_old_hooks() diff --git a/Tools/git-hook/pre-commit b/Tools/git-hook/pre-commit new file mode 100644 index 00000000000..42c93214470 --- /dev/null +++ b/Tools/git-hook/pre-commit @@ -0,0 +1,14 @@ +#!/bin/sh + +cd "$(dirname "$0")/precommit" + +for hook in *.sh; do + sh $hook # On windows this will be executed using git's integrated bash (automatic) + RESULT=$? + if [ $RESULT != 0 ]; then + echo "precommit/$hook returned non-zero: $RESULT, abort commit" + exit $RESULT + fi +done + +exit 0 \ No newline at end of file diff --git a/Tools/git-hook/pre-push b/Tools/git-hook/pre-push new file mode 100644 index 00000000000..e1f94fea9a8 --- /dev/null +++ b/Tools/git-hook/pre-push @@ -0,0 +1,14 @@ +#!/bin/sh + +cd "$(dirname "$0")/prepush" + +for hook in *.sh; do + sh $hook # On windows this will be executed using git's integrated bash (automatic) + RESULT=$? + if [ $RESULT != 0 ]; then + echo "prepush/$hook returned non-zero: $RESULT, abort push" + exit $RESULT + fi +done + +exit 0 \ No newline at end of file diff --git a/Tools/git-hook/precommit/__init__.py b/Tools/git-hook/precommit/__init__.py new file mode 100644 index 00000000000..e69de29bb2d diff --git a/Tools/git-hook/precommit/check_shader_includes.py b/Tools/git-hook/precommit/check_shader_includes.py new file mode 100644 index 00000000000..c0dfaffb34a --- /dev/null +++ b/Tools/git-hook/precommit/check_shader_includes.py @@ -0,0 +1,131 @@ +#!/usr/bin/python + +# Script (part of the pre-commit hook suite) that checks the case sensitivity +# of shader includes in staged files. +# Windows is case-insensitive when it comes to path management. +# This can be problematic on other platforms where we want to ensure the #included path is correct. + +import sys, subprocess, re, os, pathlib +from enum import Enum +from datetime import datetime + +class ShaderStatus(Enum): + NOT_FOUND = 1 + FOUND = 2 + +class Shader(): + def __init__(self, filesystem_path): + self.filesystem_path = filesystem_path + self.status = ShaderStatus.FOUND + +class ProcessedFile(): + def __init__(self, path, shader_includes_of_file): + self.path = path + self.shader_includes_of_file = shader_includes_of_file + + +def file_exists(path): + head, tail = os.path.split(path) + if tail == '': + return True + else: + try: + if tail not in os.listdir(head): + return False + except FileNotFoundError: + return False + return file_exists(head) + + +def find_matches_in_file(file): + global_regex = re.compile(r'(.+)?#include\s\".+.[Hh][Ll][Ss][Ll]') + is_comment_regex = re.compile(r'^(\/|\*).+$') + regex = re.compile(r'(?<=#include\s\").+\.[Hh][Ll][Ss][Ll]') + + f = open(file, 'r') + file_content = f.read() + f.close() + shader_includes_of_file = [] + for global_match in global_regex.finditer(file_content, re.MULTILINE): + global_match = global_match.group(0) + + # Deal with comments + is_comment_match = is_comment_regex.search(global_match) + if is_comment_match: + # Do not consider comments, documentation... + continue + match = regex.search(global_match) + if not match: + continue + stripped_match = match.group(0).replace('"', '') + + # Deal with absolute VS relative includes + match_absolute_path = re.search('Packages/', stripped_match) + if match_absolute_path: + # The include is "absolute", e.g. "Packages/com.unity.some-package/some-shader.hlsl" + # Concat repository root to the filename to find the file (stripping "Packages") + case_insensitive_path = os.path.join(srp_root, stripped_match.replace('Packages/', '')) + else: + # The include is "relative", e.g "./some-shader.hlsl" + # Concat the location of the file to the filename to find the file + current_location = os.path.dirname(file) + case_insensitive_path = os.path.join(current_location, stripped_match) + + shader = Shader(case_insensitive_path) + if not file_exists(case_insensitive_path): + shader.status = ShaderStatus.NOT_FOUND + shader_includes_of_file.append(shader) + return shader_includes_of_file + + +def find_matches(files): + monitored_extensions = ['.compute', '.shader', '.hlsl', '.json', '.cs'] + + nb_shader_not_found = 0 + processed_files = [] + for file in files: + _, extension = os.path.splitext(file) + if extension in monitored_extensions: + shader_includes_of_file = find_matches_in_file(file) + processed_file = ProcessedFile(file, shader_includes_of_file) + nb_shader_not_found += sum(1 for shader in processed_file.shader_includes_of_file if shader.status == ShaderStatus.NOT_FOUND) + processed_files.append(processed_file) + return nb_shader_not_found, processed_files + + +def write_results(nb_shader_not_found, processed_files): + if len(processed_files) > 0: + log_file = os.path.join(srp_root, 'check-shader-includes.log') + if os.path.exists(log_file): + os.remove(log_file) + log = open(log_file, 'w') + now = datetime.now() + dt_string = now.strftime("%d/%m/%Y %H:%M:%S") + print(f'Shader includes check report issued on: {dt_string}.', file=log) + print(f'{nb_shader_not_found} shader(s) not found on the filesystem.', file=log) + + for processed_file in processed_files: + for shader in processed_file.shader_includes_of_file: + if shader.status == ShaderStatus.NOT_FOUND: + print(f'[Warning] [{processed_file.path}] Found include for [{shader.filesystem_path}] and it does not match the filesystem (check the case sensitivity).', file=log) + + print('', file=log) + for processed_file in processed_files: + if len(processed_file.shader_includes_of_file) > 0: + for shader in processed_file.shader_includes_of_file: + if shader.status == ShaderStatus.FOUND: + print(f'[OK] [{processed_file.path}] Found include for [{shader.filesystem_path}] and it matches the filesystem (case sensitive).', file=log) + else: + print(f'[OK] [{processed_file.path}] No shader include found in this file. Skipped shader includes checks.', file=log) + + print(f'FAILED - There may be an error with the shader includes in the files you\'re trying to commit. A report was generated in {log_file}', file=sys.stderr) + exit(1) + else: + print(f'All shader includes were successfully tested. No report was generated.', file=sys.stderr) + exit(0) + +if len(sys.argv) > 1: + raw_srp_root = subprocess.check_output(["git", "rev-parse", "--show-toplevel"]) + srp_root = raw_srp_root.decode('utf-8').rstrip() + nb_shader_not_found, processed_files = find_matches(sys.argv[1:]) + write_results(nb_shader_not_found, processed_files) \ No newline at end of file diff --git a/Tools/git-hook/precommit/file_extension_to_lowercase.py b/Tools/git-hook/precommit/file_extension_to_lowercase.py new file mode 100644 index 00000000000..b0b3c7612e2 --- /dev/null +++ b/Tools/git-hook/precommit/file_extension_to_lowercase.py @@ -0,0 +1,9 @@ +#!/usr/bin/python + +# Ensures all files have their extensions in lowercase, as it can cause problems on Unix systems if not (file not found). + +import sys +from standalone.file_extension_to_lowercase import convert_extension_of_files + +if len(sys.argv) > 1: + convert_extension_of_files(sys.argv[1:]) diff --git a/Tools/git-hook/preinstall.py b/Tools/git-hook/preinstall.py new file mode 100644 index 00000000000..8601575cc93 --- /dev/null +++ b/Tools/git-hook/preinstall.py @@ -0,0 +1,38 @@ +#!/usr/bin/python + +import sys, os, subprocess, shutil +from os import path as os_path + + +def clean_node_modules(): + if os_path.exists("./node_modules"): + shutil.rmtree("./node_modules") + + +# Sometimes git hooks are already existing in .git/hooks. +# This script saves them, so that postinstall.py can append them to the ones we're installing. +def save_existing_hooks(): + hooks = ["pre-push", "post-commit", "post-merge", "post-checkout"] + + root = subprocess.check_output(["git", "rev-parse", "--show-toplevel"]) + path = root.decode('utf-8').rstrip() + "/.git/hooks/" + for hook in hooks: + pre_installed_hook = path + hook + tmp_hook = "./git-hook/tmp_" + hook + + if not os_path.exists(pre_installed_hook): + continue + + with open(pre_installed_hook, 'r') as pre_installed_hook_file: + hook_data = pre_installed_hook_file.read() + + with open(tmp_hook, 'w') as tmp_hook_file: + tmp_hook_file.write(hook_data) + + os.remove(pre_installed_hook) + + +if __name__== "__main__": + print(f'Any question about the hooks or problem with the installation? Take a look at the FAQ in Tools/readme.md.\n') + clean_node_modules() + save_existing_hooks() diff --git a/Tools/git-hook/prepush/__init__.py b/Tools/git-hook/prepush/__init__.py new file mode 100644 index 00000000000..e69de29bb2d diff --git a/Tools/git-hook/prepush/check_branch_name.py b/Tools/git-hook/prepush/check_branch_name.py new file mode 100644 index 00000000000..4cde8f9e0f1 --- /dev/null +++ b/Tools/git-hook/prepush/check_branch_name.py @@ -0,0 +1,28 @@ +#!/usr/bin/python + +# Script that verifies that each branch follows the naming convention. +# Convention: +# - All branches in a folder (e.g. 'automation/git-hooks') +# - All characters lowercase, except for HDRP (e.g. 'HDRP/staging') +# The convention is enforced for all newly created branches. + +import sys, subprocess, re + + +valid_branch_regex="^((HDRP)|((?!hdrp)([a-z0-9\-_\.]+)))(\/[a-z0-9\-_\.]+)+$" + +def check_norm(): + local_branch = subprocess.check_output(["git", "rev-parse", "--abbrev-ref", "HEAD"]) + local_branch = local_branch.decode('utf-8').rstrip() + message=f"There is something wrong with your branch name. Branch names in this project must adhere to this contract: {valid_branch_regex} (e.g. 'folder/something'). Your push will be rejected. You should rename your branch to a valid name and try again." + + remote_exists = subprocess.call(["git", "ls-remote", "--exit-code", "--heads", "origin", local_branch]) != 2 + branch_follows_convention = re.search(valid_branch_regex, local_branch) + + if not remote_exists and not branch_follows_convention: + print(message, file=sys.stderr) + exit(1) + + +if __name__== "__main__": + check_norm() \ No newline at end of file diff --git a/Tools/package-lock.json b/Tools/package-lock.json new file mode 100644 index 00000000000..b9053b866bd --- /dev/null +++ b/Tools/package-lock.json @@ -0,0 +1,928 @@ +{ + "name": "graphics-tools", + "version": "0.0.0", + "lockfileVersion": 1, + "requires": true, + "dependencies": { + "@babel/code-frame": { + "version": "7.10.4", + "resolved": "https://registry.npmjs.org/@babel/code-frame/-/code-frame-7.10.4.tgz", + "integrity": "sha512-vG6SvB6oYEhvgisZNFRmRCUkLz11c7rp+tbNTynGqc6mS1d5ATd/sGyV6W0KZZnXRKMTzZDRgQT3Ou9jhpAfUg==", + "dev": true, + "requires": { 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"https://github.com/Unity-Technologies/Graphics#readme", + "devDependencies": { + "husky": "^4.2.5", + "lint-staged": "^10.2.11" + }, + "scripts": { + "preinstall": "python ./git-hook/preinstall.py", + "postinstall": "python ./git-hook/postinstall.py" + }, + "husky": { + "hooks": { + "pre-commit": "npx lint-staged", + "pre-push": "python -m git-hook.prepush.check_branch_name" + } + }, + "lint-staged": { + "../**/*": [ + "python -m git-hook.precommit.file_extension_to_lowercase", + "python -m git-hook.precommit.check_shader_includes" + ] + } +} diff --git a/Tools/pre-push b/Tools/pre-push deleted file mode 100644 index cc7f3767fb9..00000000000 --- a/Tools/pre-push +++ /dev/null @@ -1,101 +0,0 @@ -#!/bin/sh - -#This is a hook for git hub repository. -#For installing this hook, put it in .git/hooks -# -#Feature provided: -# - confirmation asked when attempting to push on a protected branch (see protected_branches below) -# - forbide push when pushing new branche where name do not follow case convention -# * In this case, propose an automatic renaming to follow convention -# * And also rename folders in .git/refs/heads to have the right case (could cause issue on some OS) -# -#Note: Current case convention is all in lowercase except HDRP which will be always in uppercase -#Note: If you attempt to push a new branch hdrp/something, it will conflict with your current folder HDRP in .git/refs/heads. -# The git error will be 'fatal: hdrp/something cannot be resolved to branch.' -# This error is raized prior this hook and cannot be handled here. Please rename your branch: -# git branch -m hdrp/something HDRP/something -# This should be sufficient to resolve this issue. - -protected_branches=('master' 'HDRP/staging') -z40=0000000000000000000000000000000000000000 #this is the returned sha1 when there is no remote of the branch -current_branch=$(git branch | sed -n -e 's/^\* \(.*\)/\1/p') -current_branch_under_convention=$(sed -e 's/\(.*\)/\L\1/' -e 's/hdrp/HDRP/g' <<< $current_branch) -tmp="${current_branch_under_convention}_tmp" - -while read local_ref local_sha remote_ref remote_sha -do - #echo "local_ref: $local_ref" - #echo "local_sha: $local_sha" - #echo "remote_ref: $remote_ref" - #echo "remote_sha: $remote_sha" - #echo "current_branch: $current_branch" - #echo "current_branch_under_convention: $current_branch_under_convention" - #echo "tmp: $tmp" - #echo "head: $(git symbolic-ref HEAD)" - - for (( i=0; i<${#protected_branches[@]}; i++)) - do - if [ "$current_branch" = "${protected_branches[i]}" ] - then - read -p "You're about to push to a protected branch. Are you sure? (Y/N) > " -n 2 -r < /dev/tty - echo - if echo $REPLY | grep -E '^[Yy]$' > /dev/null - then - echo "If you say so..." - else - echo "Aborting" - exit 1 - fi - fi - done - if [ "$remote_sha" = "$z40" ] #pushing new branch - then - if [ "$current_branch" != "$current_branch_under_convention" ] - then - echo "Your branch does not follow naming convention." - echo -n "Do you want to rename it to ${current_branch_under_convention}" - read -p "? (Y/N) > " -n 2 -r < /dev/tty - if echo $REPLY | grep -E '^[Yy]$' > /dev/null - then - #do a two time renaming to deals with OS don't carrying about case - git branch -m $current_branch $tmp - git branch -m $tmp $current_branch_under_convention - - #manually rename folder if there is anything - # no need to rewind as PWD is always on the directory root - tmp_PWD="${PWD}" - # go to heads - cd "${PWD}/.git/refs/heads" - # check folders created with the local creation of this branch - tmpIFS= $IFS - IFS='/' - read -r -a array_current <<< "$current_branch" - read -r -a array_current_under_convention <<< "$current_branch_under_convention" - IFS= $tmpIFS - for (( i=0; i<${#array_current[@]}-1; i++)) - do - if [ "${array_current[i]}" != "${array_current_under_convention[i]}" ] - then - if [ -d "${array_current[i]}" ] - then - mv ${array_current[i]} ${array_current_under_convention[i]} - echo "renamed .git/refs/heads/${array_current[i]} -> .git/refs/heads/${array_current_under_convention[i]}" - fi - fi - cd ${array_current_under_convention[i]} - done - cd $tmp_PWD - - echo "Renamed." - echo "This command will fail as it supposed to. Relaunching it." - #launch the command again - git push --set-upstream origin $current_branch_under_convention - else - echo "Aborting..." - echo "If you are sure about your naming, you can force this security with git push --no-verify" - fi - exit 1 - fi - fi -done -exit 0 diff --git a/Tools/readme.md b/Tools/readme.md new file mode 100644 index 00000000000..39a1699534b --- /dev/null +++ b/Tools/readme.md @@ -0,0 +1,69 @@ +# Tools + +These tools are mainly to support CI and testing. + +## Standalone scripts + +These are supposed to be run as one-off jobs, and can be called from the git-hooks. + +- `file_extension_to_lowercase`: Convert all file extensions in the specified folder from uppercase to lowercase (e.g. `file.FBX` will be converted to `file.fbx` as well as its meta file) + - Prerequisites: Python installed and accessible from the `PATH` + - Usage: `python ./file_extension_to_lowercase [list of folders to convert]` + +## Git hooks + +The folder `Tools/git-hook` contains git hooks for the Graphics repository. + +### Installation + +**Prerequisites:** + +- [NodeJS >= 10](https://nodejs.org/en/) is installed and present in your PATH. +- [Python >= 3.5](https://www.python.org/downloads/) is installed and present in your PATH. + +**Steps:** + +1. At the root of the repo, open a shell and run : + +``` +cd Tools +npm install +``` + +This will add the hooks to your `.git/hooks` folder. + +2. Verify that the installation logs look good in the terminal (no error). + +**Troubleshooting:** + +After trying the solutions below, you may want to run `npm install` again in the `Tools` folder. + +- _Cannot read property 'toString' of null ; husky > Failed to install_: + + - `git` is probably not accessible from your `PATH` variable. You'll have to locate the `git` executable on your filesystem and add it to the `PATH` environment variable. + +- _Husky requires Node 10_: + + - Your version of NodeJS is outdated (We need at least version 10). You can update it [here](https://nodejs.org/en/download/). Make sure NodeJS is updated, not only npm. + +- _Hook already exists: [hook title]_: + + - If you attempted to install git lfs (`git lfs install`) _after_ installing the hooks, you may have this error. To resolve, run `git lfs update --force` and then re-do a `npm install` in the Tools folder. + + +### Available git hooks + +- `check-shader-includes` (pre-commit): Compare the case sensitivity of the shader includes in the code files to the actual files in the filesystem. Generate a log if it differs. +- `check-file-name-extension` (pre-commit): Make sure all files pushed have a lowercase extension so that imports are not broken on Linux. +- `check-branch-name` (pre-push): Ensure the current branch is following the convention: - All new branches enclosed in a folder (valid name: `folder/my-branch`) - All branches in lowercase, except for the enclosing `HDRP` folder (valid names: `HDRP/my-branch`, `something-else/my-branch`) + +### Contributing + +New git hooks should be added to the `./git-hook` folder. They have to be linked to husky in the `package.json` file. + +### Packages + +We use the following packages to make the hooks work: + +- [husky](https://github.com/typicode/husky) - Easy access to Git hooks from Node scripts/tools. +- [lint-staged](https://github.com/okonet/lint-staged) - Match all staged files to further process them in the git-hooks. diff --git a/Tools/standalone/file_extension_to_lowercase.py b/Tools/standalone/file_extension_to_lowercase.py new file mode 100644 index 00000000000..028f84656f8 --- /dev/null +++ b/Tools/standalone/file_extension_to_lowercase.py @@ -0,0 +1,42 @@ +#!/usr/bin/env python3 + +# Converts all file extensions from uppercase to lowercase for the folders passed as arguments. + +import sys, os, subprocess + +def git_move_file(current_name, new_name): + print(f'git mv {current_name} {new_name}') + subprocess.call(["git", "mv", current_name, new_name]) + + +def convert_extension_of_file(filename, file_extension): + current_filename = f'{filename}{file_extension}' + correct_filename = f'{filename}{file_extension.lower()}' + git_move_file(current_filename, correct_filename) + + # Handle associated unity meta file + current_meta_filename = f'{current_filename}.meta' + if os.path.exists(current_meta_filename): + correct_meta_filename = f'{correct_filename}.meta' + git_move_file(current_meta_filename, correct_meta_filename) + + +def convert_extension_of_files(files): + for file in files: + filename, file_extension = os.path.splitext(file) + if file_extension.isupper(): + convert_extension_of_file(filename, file_extension) + + +def convert_extensions_of_folder(folder): + for root, directories, files in os.walk(folder): + convert_extension_of_files(files) + + +if __name__ == "__main__": + targets = sys.argv[1:] + if len(targets) == 0: + print(f'Usage: python {sys.argv[0]} [list of folders containing files to convert]') + exit(0) + for target in targets: + convert_extensions_of_folder(target) \ No newline at end of file diff --git a/com.unity.render-pipelines.core/CHANGELOG.md b/com.unity.render-pipelines.core/CHANGELOG.md index ed5bfe72527..f6a017e1177 100644 --- a/com.unity.render-pipelines.core/CHANGELOG.md +++ b/com.unity.render-pipelines.core/CHANGELOG.md @@ -4,7 +4,38 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] +## [8.3.0] - 2020-07-23 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.2.0] - 2020-07-08 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.1.0] - 2020-04-21 + +### Added +- Add tooltips in LookDev's toolbar. + +### Fixed +- Fixed issue when LookDev window is opened and the CoreRP Package is updated to a newer version. +- Fixed copy/pasting of Volume Components when loading a new scene +- Fix LookDev's camera button layout. +- Fix LookDev's layout vanishing on domain reload. +- Fixed null reference exception in LookDev when setting the SRP to one not implementing LookDev (case 1245086) +- Fix LookDev's undo/redo on EnvironmentLibrary (case 1234725) +- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions. +- Fixed issue with blue line in prefabs for volume mode. +- Fix hierarchicalbox gizmo outside facing check in symetry or homothety mode no longer move the center + +## [8.0.1] - 2020-02-25 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.0.0] - 2020-02-25 ### Added - Add rough version of ContextualMenuDispatcher to solve conflict amongst SRP. @@ -28,6 +59,12 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fix LookDev SunPosition button position - Fix LookDev EnvironmentLibrary tab when asset is deleted - Fix LookDev used Cubemap when asset is deleted +- Fixed the definition of `rcp()` for GLES2. +- Fix LookDev issue when adding a GameObject containing a Volume into the LookDev's view. +- Fixed duplicated entry for com.unity.modules.xr in the runtime asmdef file +- Fixed the texture curve being destroyed from another thread than main (case 1211754) +- Fixed unreachable code in TextureXR.useTexArray +- Fixed GC pressure caused by `VolumeParameter.GetHashCode()` ### Changed - Restored usage of ENABLE_VR to fix compilation errors on some platforms. @@ -125,4 +162,3 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Changed - Moved root files into folders for easier maintenance - diff --git a/com.unity.render-pipelines.core/Documentation~/Camera-Switcher.md b/com.unity.render-pipelines.core/Documentation~/Camera-Switcher.md index 76b6a2e28de..d646bcf13f9 100644 --- a/com.unity.render-pipelines.core/Documentation~/Camera-Switcher.md +++ b/com.unity.render-pipelines.core/Documentation~/Camera-Switcher.md @@ -4,8 +4,6 @@ The **CameraSwitcher** component allows you to define a List of Cameras in the S ## Properties -![](Images/CameraSwitcher1.png) - | **Property** | **Description** | | ------------ | ------------------------------------------------------------ | | **Cameras** | Drag and drop GameObjects that have a Camera component attached to add them to this List of Cameras. The Debug Window can switch between the Cameras in this List. | \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/Culling-in-SRP.md b/com.unity.render-pipelines.core/Documentation~/Culling-in-SRP.md deleted file mode 100644 index e8a6cc94b31..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/Culling-in-SRP.md +++ /dev/null @@ -1,31 +0,0 @@ -# Culling in the Scriptable Render Pipeline -Culling is the process of figuring out what to render on the the screen. - -In Unity, Culling encompasses: - -* **Frustum culling**: Which calculates the GameObjects that exist between the Camera's near and far plane. -* **Occlusion culling**: Which calculates what GameObjects are hidden behind other GameObjects and then excluding them from rendering. For more information, see [Occlusion Culling](https://docs.unity3d.com/Manual/OcclusionCulling.html). - -When Unity starts rendering, the first thing that it needs to calculate is what to render. This involves taking the Camera and performing a cull operation from the perspective of the Camera. The cull operation returns a list of GameObjects and Lights that are valid to render for the Camera. The Scriptable Render Pipeline(SRP) uses these GameObjects later in the render pipeline. - -In SRP, you generally perform GameObject rendering from the perspective of a Camera. This is the same Camera GameObject that Unity uses for built-in rendering. SRP provides a number of API’s to begin culling with. Generally the flow looks like this: - -```C# -// Create an structure to hold the culling paramaters -ScriptableCullingParameters cullingParams; - -//Populate the culling paramaters from the camera -if (!CullResults.GetCullingParameters(camera, stereoEnabled, out cullingParams)) - continue; - -// if you like you can modify the culling paramaters here -cullingParams.isOrthographic = true; - -// Create a structure to hold the cull results -CullResults cullResults = new CullResults(); - -// Perform the culling operation -CullResults.Cull(ref cullingParams, context, ref cullResults); -``` - -Your SRP can now use these cull results to perform [rendering](Drawing-in-SRP.md). \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/Drawing-in-SRP.md b/com.unity.render-pipelines.core/Documentation~/Drawing-in-SRP.md deleted file mode 100644 index 1c617d00bff..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/Drawing-in-SRP.md +++ /dev/null @@ -1,90 +0,0 @@ -# Drawing in the Scriptable Render Pipeline - -In the Scriptable Render Pipeline (SRP), you should draw after the [culling](Culling-in-SRP) process. When your SRP has a set of cull results, it can render relevant GameObjects to the screen. - -Be aware that there are so many ways that you can configure your render pipeline to render the Scene, so you need to make a number of decisions before implementing it. Many of these decisions are driven by: - -* The hardware you are targeting the render pipeline to. -* The specific look and feel you wish to achieve. -* The type of Project you are making. - -For example, a 2D mobile sidescroller game and a 3D high-end PC first person game have vastly different constraints so should have vastly different render pipelines. Some concrete examples of real decisions to make include: - -* HDR vs LDR -* Linear vs Gamma -* MSAA vs Post Process anti-aliasing -* Physically-based Materials vs Simple Materials -* Lighting vs No Lighting -* Lighting technique -* Shadowing technique - -Making these decisions when writing the render pipeline help you determine many of the constraints it should have. - -The below example demonstrates a simple renderer with no lights that can render some of the GameObjects as opaque. - -## Filtering: Render Buckets and Layers -Generally, GameObjects have a specific classification. They can be opaque, transparent, sub-surface, etc... Unity uses a concept of queues for representing when to render a GameObject. These queues form buckets that Unity places GameObjects into (sourced from the Material on the object). When SRP renders the Scene, you specify which range of buckets to use. - -In addition to buckets, you can also use standard Unity Layers for filtering. - -This allows for additional filtering when drawing objects with SRP. - -```c# -// Get the opaque rendering filter settings -var opaqueRange = new FilterRenderersSettings(); - -//Set the range to be the opaque queues -opaqueRange.renderQueueRange = new RenderQueueRange() -{ - min = 0, - max = (int)UnityEngine.Rendering.RenderQueue.GeometryLast, -}; - -//Include all layers -opaqueRange.layerMask = ~0; -``` - -## Draw Settings: How things should be drawn -Using filtering and culling determines which GameObjects the SRP should render, but then you need to determine how it SRP renders them. SRP provides a variety of options to configure how to render GameObject that pass filtering. The structure that you use to configure this data is `DrawRenderSettings`. This structure allows you to configure a number of things: - -* Sorting – The order in which to render GameObjects, examples include back-to-front and front-to-back. -* Per-Renderer flags – What ‘built in’ settings should Unity pass to the Shader, this includes things like per-GameObject Light Probes and per-GameObject Light maps. -* Rendering flags – What algorithm should SRP use for batching, like instancing or non-instancing. -* Shader Pass – Which Shader pass should SRP use for the current draw call. - -```c# -// Create the draw render settings -// note that it takes a shader pass name -var drs = new DrawRendererSettings(myCamera, new ShaderPassName("Opaque")); - -// enable instancing for the draw call -drs.flags = DrawRendererFlags.EnableInstancing; - -// pass light probe and lightmap data to each renderer -drs.rendererConfiguration = RendererConfiguration.PerObjectLightProbe | RendererConfiguration.PerObjectLightmaps; - -// sort the objects like normal opaque objects -drs.sorting.flags = SortFlags.CommonOpaque; -``` - -## Drawing -Now we have the three things we need to issue a draw call: - -* Cull results - -* Filtering rules -* Drawing rules - -At this point, you can now issue a draw call. Like all things in SRP, you issue a draw call as a call into the [SRP Context](SRP-Context.md). In SRP, you normally don’t render individual Meshes, instead you issue a call that renders a large number of them at once. This reduces script execution overhead as well as allows fast, jobified, execution on the CPU. - -To issue a draw call: - -```c# -// draw all of the renderers -context.DrawRenderers(cullResults.visibleRenderers, ref drs, opaqueRange); - -// submit the context, this will execute all of the queued up commands. -context.Submit(); -``` - -This draws the GameObjects into the current render target. You can use a Command Buffer to switch the render target. \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/Free-Camera.md b/com.unity.render-pipelines.core/Documentation~/Free-Camera.md index ad6bcc1c69d..7c83c2b0dda 100644 --- a/com.unity.render-pipelines.core/Documentation~/Free-Camera.md +++ b/com.unity.render-pipelines.core/Documentation~/Free-Camera.md @@ -4,8 +4,6 @@ The **FreeCamera** component provides you with an implementation for a simple fr ## Properties -![](Images/FreeCamera1.png) - | **Property** | **Description** | | ------------------------- | ------------------------------------------------------------ | | **Look Speed Controller** | Set the look speed of the Camera when using a controller. | diff --git a/com.unity.render-pipelines.core/Documentation~/Images/CameraSwitcher1.png b/com.unity.render-pipelines.core/Documentation~/Images/CameraSwitcher1.png deleted file mode 100644 index 0d719106c50..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/Images/CameraSwitcher1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:9d20c5145cf57cad8e4aa88d53ba50e90da53172fe3f8e82f5e498e8fcc91f81 -size 4421 diff --git a/com.unity.render-pipelines.core/Documentation~/Images/FreeCamera1.png b/com.unity.render-pipelines.core/Documentation~/Images/FreeCamera1.png deleted file mode 100644 index 1779ae59a24..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/Images/FreeCamera1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:01e15fa40a401f14daa222bf8ba4f66f21ded31085a8a26d89b434d3405dd505 -size 6710 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/LookDev1.png b/com.unity.render-pipelines.core/Documentation~/Images/LookDev1.png similarity index 100% rename from com.unity.render-pipelines.high-definition/Documentation~/Images/LookDev1.png rename to 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com.unity.render-pipelines.high-definition/Documentation~/Images/LookDevEnvironmentLibrary5.png rename to com.unity.render-pipelines.core/Documentation~/Images/LookDevEnvironmentLibrary5.png diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Look-Dev-Environment-Library.md b/com.unity.render-pipelines.core/Documentation~/Look-Dev-Environment-Library.md similarity index 98% rename from com.unity.render-pipelines.high-definition/Documentation~/Look-Dev-Environment-Library.md rename to com.unity.render-pipelines.core/Documentation~/Look-Dev-Environment-Library.md index 0bc2862a183..cfaa0c1da1a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Look-Dev-Environment-Library.md +++ b/com.unity.render-pipelines.core/Documentation~/Look-Dev-Environment-Library.md @@ -47,6 +47,6 @@ To add, remove, or duplicate environments, use the toolbar at the bottom of the ## Importing an HDRI Texture -To import an HDRI Texture into the Unity Editor, load an **.hdr** or **.exr** file into your Unity Project like you would any other image. In the Texture Importer Inspector window, set **Texture Type** to **Default**, set **Texture Shape** to **Cube**, and set **Convolution Type** to **Specular (Glossy Reflection)**. +To import an HDRI Texture into the Unity Editor, load an **.hdr** or **.exr** file into your Unity Project like you would any other image. In the Texture Importer Inspector window, set **Texture Type** to **Default**, set **Texture Shape** to **Cube**, and set **Convolution Type** to **None**. When you want to test an HDRI Texture Asset or a skybox cube map Material, drag and drop it into the Look Dev view. \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/Look-Dev.md b/com.unity.render-pipelines.core/Documentation~/Look-Dev.md new file mode 100644 index 00000000000..2797d2b7a5c --- /dev/null +++ b/com.unity.render-pipelines.core/Documentation~/Look-Dev.md @@ -0,0 +1,142 @@ +# Look Dev + +Look Dev is an image-based lighting tool that contains a viewer for you to check and compare Assets to ensure they work well in various lighting conditions. Look Dev uses the Scriptable Render Pipeline, so it can display the Asset in the same way as it looks in your Scene. You can load Assets into Look Dev either as Prefabs or from the Hierarchy window. + +Look Dev is only available in Edit mode. The Look Dev window closes when you enter Play mode. + +### Asset validation + +Asset validation confirms whether Assets are authored correctly and behave as expected in different lighting environments. + +You must use an HDRI (high dynamic range image) to validate your Assets in Look Dev. An HDRI contains real-world lighting with incredibly high detail. As such, it offers perfect lighting that is difficult to create by hand. By using such an accurate lighting environment to test an Asset, you can determine whether the Asset itself or your Project's lighting is reducing the visual quality of your Scene. + +You can load two different Assets into Look Dev at the same time and compare them in two viewports. For example, an Art Director can check that a new Asset matches the art direction guidelines of a reference Asset. + +## Using Look Dev + +To open Look Dev in the Unity Editor, select **Window > Render Pipeline > Look Dev**. The first time you use Look Dev, you must either create a new [Environment Library](Look-Dev-Environment-Library.html) or load one. For information on how to create an Environment Library, see the [Environment Library documentation](Look-Dev-Environment-Library.html). + +### Viewports + +By default, there is only one viewport in Look Dev, but you can choose from a selection of split-screen views (see the [Multi-view section](#MultiView)). + +### Controls + +Navigation with the Look Dev Camera works in a similar way to the [Scene view Camera](https://docs.unity3d.com/Manual/SceneViewNavigation.html): + +- **Rotate around pivot:** Left click and drag (this is similar to the Scene view except that you need to press the Alt key for the Scene view Camera). +- **Pan camera:** Middle click and drag. +- **Zoom:** Alt + right click and drag. +- **Forward/backward:** Mouse wheel. +- **First Person mode:** Right click + W, A,S, and D. + +### Loading Assets into Look Dev + +Look Dev lets you view: + +**Prefabs** - To load a Prefab into Look Dev, drag it from the Project window into the Look Dev viewport. + +**GameObjects** - To load a copy of a Hierarchy GameObject, drag the GameObject from the Hierarchy into the Look Dev viewport. + + + +## Viewport modes + +Use the toolbar in the top-left of the window to change which viewing mode Look Dev uses. + +### Single viewport + +![](Images/LookDev1.png) + +By default, Look Dev displays a single viewport which contains the Prefab or GameObject you are working with. If you are in another viewing mode, you can click either the number **1** or number **2** button to go back to single view. Each button corresponds to a viewport in Look Dev. Select button **1** to use viewport 1, and button 2 to use viewport **2**. + + + +### Multi-viewport + +![](Images/LookDev2.png) + +Use multiple viewports to compare different environments and settings for the same Asset. You can arrange viewports: + +- Vertically side-by-side. Use this mode to compare two different lighting conditions on the same Asset to check that the Asset behaves correctly. +- Horizontally side-by-side. Use this mode to compare two different lighting conditions for horizontal objects, like an environment Asset, to check that the Asset behaves correctly. +- Split-screen. Use this mode investigate texture problems using a debug Shader mode (for example, use one screen to view Normal or Albedo shading, and the other for environment-lit mode). +- Side-by-side and split-screen: Use this mode to compare two different versions of the same Asset using the same lighting conditions to see which changes improve the Asset’s quality. + +All three of these modes are useful to compare two different versions of the same Asset using the same lighting conditions to see which changes improve the Asset’s quality. + +To load a different Prefab or Hierarchy GameObject into each split-screen view, drag and drop the Asset into the viewport that you want to view it in. + +When using multiple viewports, it only makes sense to compare different Prefabs or GameObjects when you want to look at two versions of the same Asset. Comparing completely different Assets doesn’t give you a good idea of the difference in lighting or visual effect. + +##### Vertical or horizontal side-by-side + +Vertical and horizontal side-by-side viewports show an identical view of your Asset. + +![](Images/LookDev3.png) + +##### Split-screen + +In a split-screen view, there is a red/blue manipulation Gizmo that separates the two viewports. For information on how to use this Gizmo, see [Using the manipulation Gizmo](#ManipulationGizmo). + +![](Images/LookDev4.png) + +#### Multi-viewport Camera + +By default, Look Dev synchronizes the camera movement for both views. To decouple the Cameras from one another, and manipulate them independently, click the **Synchronized Cameras** button in-between the two numbered Camera buttons. + +![](Images/LookDev5.png) + +To align the cameras with each other, or reset them, click on the drop-down arrow next to the viewport **2** icon: + +![](Images/LookDev6.png) + + + +### Using the manipulation Gizmo + +The manipulation Gizmo represents the separation plane between the two viewports. It has different behavior in split-screen mode, but you use it in the same way for both side-by-side or split-screen modes. + +#### Moving the separator + +To move the separator, click and drag the straight line of the Gizmo to the location you want. + +![](Images/LookDev7.png) + +#### Changing the orientation and length + +To change the orientation and length of the manipulator Gizmo, click and drag the circle at either end of the manipulator. Changing the length of the Gizmo lets you set the orientation and [blending](#Blending) values more precisely. + +![](Images/LookDev8.png)) + +#### Changing the split in increments + +To change the split in increments, click and hold the circle on the end of the manipulation Gizmo, then hold Shift as you move the mouse. This snaps the manipulation Gizmo to set angles in increments of 22.5°, which is useful for a perfectly horizontal, vertical or diagonal angle. + + + +#### Blending + +The central white circle on the separator allows you to blend between the two views. Left click on it and drag along the red line to blend the left-hand view with the right-hand view. Drag along the blue line to blend the right-hand view with the left-hand view (as shown in the image below). + +The white circle automatically snaps back into the center when you drag it back. This helps you get back to the default blending value quickly. + +![](Images/LookDev9.png) + +### HDRI environments in Look Dev + +Lighting in Look Dev uses an HDRI. The Look Dev view allows you to manipulate and easily switch between HDRIs to simulate different environments for the Asset you are working on. + +Look Dev uses the [Environment Library](Look-Dev-Environment-Library.html) Asset to store a list of environments, which are HDRIs with extra properties that you can use to further refine the environment. For information on how to create, edit, and assign Environment Libraries, see the [Environment Library documentation](Look-Dev-Environment-Library.html#Creation). + +## Implementing Look Dev for your custom Scriptable Render Pipeline + +In order to use Look Dev in your custom Scriptable Render Pipeline, you must implement the **UnityEngine.Rendering.LookDev.IDataProvider** interface. + +| **Function** | **Description** | +| ------------------------------------------------------------ | ------------------------------------------------------------ | +| **void FirstInitScene(StageRuntimeInterface stage)** | Look Dev calls this function after it initializes the Scene with a Light and Camera. It uses this function to add and configure extra components according to the needs of your Scriptable Render Pipeline. | +| **void UpdateSky(Camera camera, Sky sky, StageRuntimeInterface stage)** | Look Dev uses this function to update the environment when you change something in Look Dev. You can handle the sky in various ways, so add code that corresponds to your Scriptable Render Pipeline. | +| **IEnumerable****** **supportedDebugModes { get; }** | Use this function to specify the list of supported debug modes. You do not need to add **None** because Look Dev handles that automatically. | +| **void UpdateDebugMode(int debugIndex)** | Use this function to update the debug mode based on what the user selects. The **debugIndex** matches the list in **supportedDebugModes**. If the user selects **None**, then the **debugIndex** is **-1**; | +| **void GetShadowMask(ref RenderTexture output, StageRuntimeInterface stage)** | This function computes a shadow map. The given **StageRuntimeInterface** contains access to the Camera and a Light simulating the sun. | \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/Problems-That-SRP-Solves.md b/com.unity.render-pipelines.core/Documentation~/Problems-That-SRP-Solves.md deleted file mode 100644 index e63fe66e0c6..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/Problems-That-SRP-Solves.md +++ /dev/null @@ -1,15 +0,0 @@ -# Problems that the Scriptable Render Pipeline solves - -If a Render Pipeline is a number of steps that an engine performs to render onto the screen, a Scriptable Render Pipeline is a pipeline that you can control from Unity scripting code to render the way you want it to. - -## The Problem -Traditionally, Unity provided a number of built-in pipelines that you can use. This includes the Forward renderer which is better for mobile and Virtual Reality, and the Deferred renderer which is better for more high-end applications. These out of the box rendering solutions are very general black boxes, that comes with the following downsides. - -* They only do what they are designed to do. -* They are general, which means that, because they need to do everything, they are masters at nothing. -* They are not very configurable. They are black boxes that you can inject rendering commands to at pre-defined points. -* Extension and modification is prone to error because small internal changes can have large outward ramifications. -* Unity can not fix many of the bugs because this changes behaviour, which can break Projects. - -## The Solution -The SRP Core API resolves the problems described above. It changes rendering from being an inbuilt black box to a controllable, per project, scriptable concept. You can use the SRP Core API to control how Unity renders to the screen, from low to high level. diff --git a/com.unity.render-pipelines.core/Documentation~/SRP-Asset.md b/com.unity.render-pipelines.core/Documentation~/SRP-Asset.md deleted file mode 100644 index 3e64654a80c..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/SRP-Asset.md +++ /dev/null @@ -1,45 +0,0 @@ -# SRP Asset - -The SRP Asset contains the interface that you can use to configure a render pipeline. When Unity performs rendering for the first time, it calls `InternalCreatePipeline` on the Asset and the Asset must return a usable rendering instance. - -The SRP Asset itself is a [ScriptableObject](https://docs.unity3d.com/Manual/class-ScriptableObject.html), which means that it can be a Project Asset and you can save it in your Project and version control works with it correctly. If you want to save a configuration for others to use, you need to create an SRP Asset in your Project. You can create an SRP just like any other ScriptableObject via Script and then save it via the Asset Database API. - -To make Unity use an SRP Asset in your Project, you need to set the Asset via GraphicsSettings. When you set the Asset reference here, Unity uses SRP rendering in your Project and diverts rendering from standard Unity rendering to the configuration the SRP Asset provides. - -In addition to returning an instance and holding configuration data, you can also use the SRP Asset to provide a number of helper functions for things like: - -- Default Material to use when creating 3d GameObjects. -- Default Material to use when creating 2d GameObjects. -- Default Material to use when creating Particle Systems. -- Default Material to use when creating Terrain. - -This is essentially providing hook points to ensure that the end to end editor experience is correct. If you construct a pipeline and would like it to mimic the editor behaviour of the existing Unity pipelines, these steps are necessary. - -## An SRP Asset example -The Asset contains rendering properties and returns an instance of a pipeline that Unity can use to render your Scene. If a setting on the Asset changes, Unity destroys all current instances and creates a new instance with the new settings to use for the next frame. - -The example below shows an SRP Asset class. It contains a color that the [SRP Instance](SRP-Instance.md) uses to clear the screen. There is also some editor only code that assists the user in creating an SRP Asset in the Project. This is important as you need to set this Asset in the graphics settings window. - -```C# -[ExecuteInEditMode] -public class BasicAssetPipe : RenderPipelineAsset -{ - public Color clearColor = Color.green; - -#if UNITY_EDITOR - // Call to create a simple pipeline - [UnityEditor.MenuItem("SRP-Demo/01 - Create Basic Asset Pipeline")] - static void CreateBasicAssetPipeline() - { - var instance = ScriptableObject.CreateInstance(); - UnityEditor.AssetDatabase.CreateAsset(instance, "Assets/BasicAssetPipe.asset"); - } -#endif - - // Function to return an instance of this pipeline - protected override IRenderPipeline InternalCreatePipeline() - { - return new BasicPipeInstance(clearColor); - } -} -``` diff --git a/com.unity.render-pipelines.core/Documentation~/SRP-Context.md b/com.unity.render-pipelines.core/Documentation~/SRP-Context.md deleted file mode 100644 index c9bed57c4da..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/SRP-Context.md +++ /dev/null @@ -1,33 +0,0 @@ -# The SRP Context -SRP renders using the concept of delayed execution. You build up a list of commands and then execute them. The object that you use to build up these commands is called the `ScriptableRenderContext` and is passed as an argument to the **Render** function. - -When you populate the SRP Context with operations, you can then call **Submit** to submit all the queued up rendering calls, which are generally a combination of `CommandBuffer` executions as well as SRP specific draw commands. - -An example of this is using a `CommandBuffer` to clear a render target. - -```C# -public class BasicPipeInstance : RenderPipeline -{ - private Color m_ClearColor = Color.black; - - public BasicPipeInstance(Color clearColor) - { - m_ClearColor = clearColor; - } - - public override void Render(ScriptableRenderContext context, Camera[] cameras) - { - // does not so much yet :( - base.Render(context, cameras); - - // clear buffers to the configured color - var cmd = new CommandBuffer(); - cmd.ClearRenderTarget(true, true, m_ClearColor); - context.ExecuteCommandBuffer(cmd); - cmd.Release(); - context.Submit(); - } -} -``` - -For more information about the Scriptable Render Context, see the [API documentation](https://docs.unity3d.com/ScriptReference/Rendering.ScriptableRenderContext.html). \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/SRP-Instance.md b/com.unity.render-pipelines.core/Documentation~/SRP-Instance.md deleted file mode 100644 index 32532cf5893..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/SRP-Instance.md +++ /dev/null @@ -1,43 +0,0 @@ -# SRP Instance -The [SRP Asset](SRP-Asset.md) controls configuration, but the SRP Instance is the rendering entry point. When developing an SRP, you need to also create this class as this is where all the rendering logic should be. - -In it's simplest form, the SRP Instance just contains a single function, **Render**, the best way to think of this is that it's a blank canvas where you are free to perform rendering in any way that you see fit. The **Render** function takes takes two arguments - -* A `ScriptableRenderContext` which is a type of Command Buffer where you can enqueue rendering operations to be performed. -* A set of `Camera`s that to use for rendering. - -## A basic pipeline -The SRP Asset example from [here](SRP-Asset.html) returns an SRP Instance, this pipeline might look like what is below. - -```C# -public class BasicPipeInstance : RenderPipeline -{ - private Color m_ClearColor = Color.black; - - public BasicPipeInstance(Color clearColor) - { - m_ClearColor = clearColor; - } - - public override void Render(ScriptableRenderContext context, Camera[] cameras) - { - // does not so much yet :() - base.Render(context, cameras); - - // clear buffers to the configured color - var cmd = new CommandBuffer(); - cmd.ClearRenderTarget(true, true, m_ClearColor); - context.ExecuteCommandBuffer(cmd); - cmd.Release(); - context.Submit(); - } -} -``` - -What this pipeline does is perform a simple clear the screen to the given clear colour that is set in the SRP Asset when Unity creates the the SRP Instance. There are a few things to note here: - -* SRP uses existing Unity `CommandBuffers` for many operations (`ClearRenderTarget` in this case). -* SRP schedules CommandBuffers against the context passed in. -* The final step of rendering in SRP is to call `Submit`. This executes all the queued up commands on the render context. - -The `RenderPipeline`'s **Render** function is where you enter the rendering code for your custom renderer. It is here that you perform steps like Culling, Filtering, Changing render targets, and Drawing. \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/SRP-Overview.md b/com.unity.render-pipelines.core/Documentation~/SRP-Overview.md deleted file mode 100644 index 9ec3beda1b1..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/SRP-Overview.md +++ /dev/null @@ -1,25 +0,0 @@ -# Overview - -From a high level point of view, you can divide SRP into two parts, the [SRP Asset](SRP-Asset.md), and the [SRP Instance](SRP-Instance.md). When you create a custom render pipeline, you need to implement both. - -## SRP Asset -The SRP Asset is a Unity Asset that represents a specific configuration for the pipeline. It stores information such as: -* Whether GameObjects should cast shadows. -* What Shader quality level to use. -* The shadow distance. -* The default Material configuration. - -Things that you want to control and save as part of a configuration; anything that Unity needs to serialise. The SRP Asset represents the _type_ of SRP and the settings that you can configure for it. - -## SRP Instance -The SRP Instance is the class that actually performs the rendering. When Unity sees that the Project uses SRP, it looks at the currently SRP Asset and asks it to provide a *rendering instance*. The Asset must return an instance that contains a **Render** function. Normally the instance also caches a number of settings from the SRP Asset. - -The instance represents a pipeline configuration. From the render call, Unity can perform actions like: -* Clearing the framebuffer. -* Performing Scene culling. -* Rendering sets of GameObjects. -* Doing blits from one frame buffer to another. -* Rendering shadows. -* Applying post-processing effects. - -The instance represents the _actual_ rendering that Unity performs. \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/TableOfContents.md b/com.unity.render-pipelines.core/Documentation~/TableOfContents.md index 90cde690b5f..3896f5b625e 100644 --- a/com.unity.render-pipelines.core/Documentation~/TableOfContents.md +++ b/com.unity.render-pipelines.core/Documentation~/TableOfContents.md @@ -1,14 +1,6 @@ -* [Scriptable Render Pipeline Core](index) -* Getting started - * [overview](SRP-Overview) - * [The Problems that SRP Solves](Problems-That-SRP-Solves) - * [SRP Asset](SRP-Asset) - * [SRP Instance](SRP-Instance) - * [SRP Context](SRP-Context) -* Rendering with SRP - * [Culling](Culling-in-SRP) - * [Drawing](Drawing-in-SRP) -* [XR in SRP](XR-in-SRP) +* [SRP Core](index) * Camera components * [Free Camera](Free-Camera) - * [Camera Switcher](Camera-Switcher) \ No newline at end of file + * [Camera Switcher](Camera-Switcher) +* [Look Dev](Look-Dev) + * [Environment Library](Look-Dev-Environment-Library) \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Documentation~/XR-in-SRP.md b/com.unity.render-pipelines.core/Documentation~/XR-in-SRP.md deleted file mode 100644 index 929ffbfbdb9..00000000000 --- a/com.unity.render-pipelines.core/Documentation~/XR-in-SRP.md +++ /dev/null @@ -1,4 +0,0 @@ -# XR Support in SRP -## Virtual Reality -To use VR in SRP, enable VR and choose a VR SDK in **Player Settings**. Aside from that, you can configure VR settings using the XRGraphicsConfig class that SRP Core provides. Currently, XRGraphicsConfig provides an interface to [XRSettings](https://docs.unity3d.com/2018.3/Documentation/ScriptReference/XR.XRSettings.html), which will be expanded to cover all knobs exposed by various XRSDK Subsystems as they become available. - diff --git a/com.unity.render-pipelines.core/Documentation~/index.md b/com.unity.render-pipelines.core/Documentation~/index.md index ff4b9a41d35..1c0aeb9d377 100644 --- a/com.unity.render-pipelines.core/Documentation~/index.md +++ b/com.unity.render-pipelines.core/Documentation~/index.md @@ -1,26 +1,11 @@ -# Scriptable Render Pipeline -![](https://blogs.unity3d.com/wp-content/uploads/2018/01/image5_rs.png) -## What is the Scriptable Render Pipeline - -The Scriptable Render Pipeline (SRP) is a feature that gives you full control over Unity's render pipeline and provides the tools you need to create modern, high-fidelity graphics in Unity. - -SRP allows you to write C# scripts to control the way Unity renders each frame. Exposing the render pipeline to you in C# makes Unity less of a “black box” when it comes to rendering. Unlike the original built-in render pipeline, SRP allows you to see and control exactly what happens during the rendering process. +# SRP Core -Unity provides you with two prebuilt Scriptable Render Pipelines which you can use in your Projector as a base for your own custom SRP: -* The Universal Render Pipeline (URL) offers graphics that scale from mobile platforms to higher-end consoles and PCs. -* The High Definition Render Pipeline (HDRP) utilizes physically-based lighting techniques to offer high-fidelity graphics to target modern, Compute Shader compatible, platforms. - -Rather than developing your own SRP from scratch, you can use either of these prebuilt SRPs as a base to modify and adapt to your own requirements. - -## What is SRP Core +![](https://blogs.unity3d.com/wp-content/uploads/2018/01/image5_rs.png) -SRP Core is a collection of API's that exposes many of the rendering internals and configuration to you. This allows you to configure exactly how you want rendering to work in your project. +The Scriptable Render Pipeline (SRP) is a Unity feature that allows you to write C# scripts to control the way Unity renders each frame. SRP Core is a package that makes it easier to create or customize an SRP. -The SRP API offers a new interface to many familiar Unity constructs which include: +SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and the shader libraries used in the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). -- Lights -- Materials -- Cameras -- Command Buffers +If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time. -The thing that SRP changes is the *way* that you interact with Unity. For performance reasons, when you write a custom SRP, you work with groups of renderers, not individual items. \ No newline at end of file +For more information on SRP, including a guide to getting started with a custom SRP, see the [SRP documentation](https://docs.unity3d.com/Manual/ScriptableRenderPipeline.html). For more information on Unity's prebuilt SRPs, see the [Universal Render Pipeline (URP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest), or the [High Definition Render Pipeline (HDRP) documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest). \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs b/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs index 2dd6c162e83..38845ceeda3 100644 --- a/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs +++ b/com.unity.render-pipelines.core/Editor/Debugging/DebugUIDrawer.cs @@ -36,10 +36,12 @@ protected T Cast(object o) where T : class { var casted = o as T; - string typeName = o == null ? "null" : o.GetType().ToString(); if (casted == null) + { + string typeName = o == null ? "null" : o.GetType().ToString(); throw new InvalidOperationException("Can't cast " + typeName + " to " + typeof(T)); + } return casted; } diff --git a/com.unity.render-pipelines.core/Editor/Gizmo/HierarchicalBox.cs b/com.unity.render-pipelines.core/Editor/Gizmo/HierarchicalBox.cs index be4761682b8..26b9250d279 100644 --- a/com.unity.render-pipelines.core/Editor/Gizmo/HierarchicalBox.cs +++ b/com.unity.render-pipelines.core/Editor/Gizmo/HierarchicalBox.cs @@ -244,9 +244,7 @@ public void DrawHandle() for (int i = 0, count = m_ControlIDs.Length; i < count; ++i) m_ControlIDs[i] = GUIUtility.GetControlID("HierarchicalBox".GetHashCode() + i, FocusType.Passive); - - EditorGUI.BeginChangeCheck(); - + var leftPosition = center + size.x * .5f * Vector3.left; var rightPosition = center + size.x * .5f * Vector3.right; var topPosition = center + size.y * .5f * Vector3.up; @@ -256,6 +254,8 @@ public void DrawHandle() var theChangedFace = NamedFace.None; + EditorGUI.BeginChangeCheck(); + EditorGUI.BeginChangeCheck(); Slider1D(m_ControlIDs[(int)NamedFace.Left], ref leftPosition, Vector3.left, EditorSnapSettings.scale, GetHandleColor(NamedFace.Left)); if (EditorGUI.EndChangeCheck()) @@ -338,6 +338,27 @@ public void DrawHandle() case NamedFace.Front: backPosition.z += delta; break; case NamedFace.Back: frontPosition.z -= delta; break; } + + //ensure that the box face are still facing outside + switch (theChangedFace) + { + case NamedFace.Left: + case NamedFace.Right: + if (rightPosition.x < leftPosition.x) + rightPosition.x = leftPosition.x = center.x; + break; + case NamedFace.Top: + case NamedFace.Bottom: + if (topPosition.y < bottomPosition.y) + topPosition.y = bottomPosition.y = center.y; + break; + case NamedFace.Front: + case NamedFace.Back: + if (frontPosition.z < backPosition.z) + frontPosition.z = backPosition.z = center.z; + break; + } + } if (useHomothety) @@ -367,21 +388,77 @@ public void DrawHandle() topPosition.y -= halfDelta; break; } + + //ensure that the box face are still facing outside + switch (theChangedFace) + { + case NamedFace.Left: + if (rightPosition.x < leftPosition.x) + leftPosition.x = rightPosition.x; + if (topPosition.y < bottomPosition.y) + topPosition.y = bottomPosition.y = center.y; + if (frontPosition.z < backPosition.z) + frontPosition.z = backPosition.z = center.z; + break; + case NamedFace.Right: + if (rightPosition.x < leftPosition.x) + rightPosition.x = leftPosition.x; + if (topPosition.y < bottomPosition.y) + topPosition.y = bottomPosition.y = center.y; + if (frontPosition.z < backPosition.z) + frontPosition.z = backPosition.z = center.z; + break; + case NamedFace.Top: + if (topPosition.y < bottomPosition.y) + topPosition.y = bottomPosition.y; + if (rightPosition.x < leftPosition.x) + rightPosition.x = leftPosition.x = center.x; + if (frontPosition.z < backPosition.z) + frontPosition.z = backPosition.z = center.z; + break; + case NamedFace.Bottom: + if (topPosition.y < bottomPosition.y) + bottomPosition.y = topPosition.y; + if (rightPosition.x < leftPosition.x) + rightPosition.x = leftPosition.x = center.x; + if (frontPosition.z < backPosition.z) + frontPosition.z = backPosition.z = center.z; + break; + case NamedFace.Front: + if (frontPosition.z < backPosition.z) + frontPosition.z = backPosition.z; + if (rightPosition.x < leftPosition.x) + rightPosition.x = leftPosition.x = center.x; + if (topPosition.y < bottomPosition.y) + topPosition.y = bottomPosition.y = center.y; + break; + case NamedFace.Back: + if (frontPosition.z < backPosition.z) + backPosition.z = frontPosition.z; + if (rightPosition.x < leftPosition.x) + rightPosition.x = leftPosition.x = center.x; + if (topPosition.y < bottomPosition.y) + topPosition.y = bottomPosition.y = center.y; + break; + } } var max = new Vector3(rightPosition.x, topPosition.y, frontPosition.z); var min = new Vector3(leftPosition.x, bottomPosition.y, backPosition.z); - //ensure that the box face are still facing outside - for (int axis = 0; axis < 3; ++axis) + if (!useSymetry && !useHomothety) { - if (min[axis] > max[axis]) + //ensure that the box face are still facing outside + for (int axis = 0; axis < 3; ++axis) { - // Control IDs in m_ControlIDs[0-3[ are for positive axes - if (GUIUtility.hotControl == m_ControlIDs[axis]) - max[axis] = min[axis]; - else - min[axis] = max[axis]; + if (min[axis] > max[axis]) + { + // Control IDs in m_ControlIDs[0-3[ are for positive axes + if (GUIUtility.hotControl == m_ControlIDs[axis]) + max[axis] = min[axis]; + else + min[axis] = max[axis]; + } } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Context.cs b/com.unity.render-pipelines.core/Editor/LookDev/Context.cs index 04f0300517e..7db4c4e799f 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Context.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Context.cs @@ -264,6 +264,18 @@ internal bool HasLibraryAssetChanged(EnvironmentLibrary environmentLibrary) return m_EnvironmentLibraryGUID != AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(environmentLibrary)); } + + internal void FullReimportEnvironmentLibrary() + { + if (environmentLibrary == null) + return; + + // refresh AssetDatabase in case of undo/redo creating/destructing environment subasset + string libraryPath = AssetDatabase.GetAssetPath(environmentLibrary); + AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(environmentLibrary), ImportAssetOptions.DontDownloadFromCacheServer | ImportAssetOptions.ForceSynchronousImport | ImportAssetOptions.ForceUpdate | ImportAssetOptions.ImportRecursive); + UpdateEnvironmentLibrary(AssetDatabase.LoadAssetAtPath(libraryPath)); + EditorUtility.SetDirty(environmentLibrary); + } } /// diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs index 30d1e966387..5db3aba5723 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.EnvironmentLibrarySidePanel.cs @@ -463,5 +463,13 @@ void OnFocus() ((IEnvironmentDisplayer)this).Repaint(); } } + + void FullRefreshEnvironmentList() + { + if (LookDev.currentContext.environmentLibrary != null) + LookDev.currentContext.FullReimportEnvironmentLibrary(); + + ((IEnvironmentDisplayer)this).Repaint(); + } } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs index e9b029d6b49..fd1a725f16a 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.cs @@ -3,6 +3,8 @@ using UnityEngine; using UnityEngine.UIElements; +using RenderPipelineManager = UnityEngine.Rendering.RenderPipelineManager; + namespace UnityEditor.Rendering.LookDev { /// Interface that must implement the viewer to communicate with the compositor and data management @@ -40,7 +42,7 @@ public interface IViewDisplayer /// Callback on update requested event Action OnUpdateRequested; } - + partial class DisplayWindow : EditorWindow, IViewDisplayer { static partial class Style @@ -51,11 +53,21 @@ static partial class Style internal static readonly GUIContent k_WindowTitleAndIcon = EditorGUIUtility.TrTextContentWithIcon("Look Dev", CoreEditorUtils.LoadIcon(k_IconFolder, "LookDev", forceLowRes: true)); - internal static readonly Texture2D k_Layout1Icon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "Layout1", forceLowRes: true); - internal static readonly Texture2D k_Layout2Icon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "Layout2", forceLowRes: true); - internal static readonly Texture2D k_LayoutVerticalIcon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "LayoutVertical", forceLowRes: true); - internal static readonly Texture2D k_LayoutHorizontalIcon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "LayoutHorizontal", forceLowRes: true); - internal static readonly Texture2D k_LayoutStackIcon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "LayoutCustom", forceLowRes: true); + internal static readonly (Texture2D icon, string tooltip) k_Layout1Icon = + (CoreEditorUtils.LoadIcon(Style.k_IconFolder, "Layout1", forceLowRes: true), + "First view"); + internal static readonly (Texture2D icon, string tooltip) k_Layout2Icon = + (CoreEditorUtils.LoadIcon(Style.k_IconFolder, "Layout2", forceLowRes: true), + "Second view"); + internal static readonly (Texture2D icon, string tooltip) k_LayoutVerticalIcon = + (CoreEditorUtils.LoadIcon(Style.k_IconFolder, "LayoutVertical", forceLowRes: true), + "Both views split vertically"); + internal static readonly (Texture2D icon, string tooltip) k_LayoutHorizontalIcon = + (CoreEditorUtils.LoadIcon(Style.k_IconFolder, "LayoutHorizontal", forceLowRes: true), + "Both views split horizontally"); + internal static readonly (Texture2D icon, string tooltip) k_LayoutStackIcon = + (CoreEditorUtils.LoadIcon(Style.k_IconFolder, "LayoutCustom", forceLowRes: true), + "Both views stacked"); internal static readonly Texture2D k_Camera1Icon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "Camera1", forceLowRes: true); internal static readonly Texture2D k_Camera2Icon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "Camera2", forceLowRes: true); @@ -66,10 +78,11 @@ static partial class Style internal static readonly Texture2D k_RenderdocIcon = CoreEditorUtils.LoadIcon(Style.k_IconFolder, "RenderDoc", forceLowRes: true); internal const string k_RenderDocLabel = " Content"; + internal const string k_CameraSyncTooltip = "Synchronize camera movement amongst views"; internal const string k_CameraMenuSync1On2 = "Align Camera 1 with Camera 2"; internal const string k_CameraMenuSync2On1 = "Align Camera 2 with Camera 1"; internal const string k_CameraMenuReset = "Reset Cameras"; - + internal const string k_EnvironmentSidePanelName = "Environment"; internal const string k_DebugSidePanelName = "Debug"; @@ -114,7 +127,7 @@ static partial class Style Label m_NoEnvironment2; Image[] m_Views = new Image[2]; - + LayoutContext layout => LookDev.currentContext.layout; @@ -130,7 +143,7 @@ Layout viewLayout } } } - + SidePanel sidePanel { get => layout.showedSidePanel; @@ -200,8 +213,28 @@ event Action IViewDisplayer.OnUpdateRequested remove => OnUpdateRequestedInternal -= value; } + StyleSheet styleSheet = null; + StyleSheet styleSheetLight = null; + void OnEnable() { + //Stylesheet + // Try to load stylesheet. Timing can be odd while upgrading packages (case 1219692). + // In this case, it will be fixed in OnGUI. Though it can spawn error while reimporting assets. + // Waiting for filter on stylesheet (case 1228706) to remove last error. + if (styleSheet == null || styleSheet.Equals(null)) + { + styleSheet = AssetDatabase.LoadAssetAtPath(Style.k_uss); + if (styleSheet != null && !styleSheet.Equals(null)) + rootVisualElement.styleSheets.Add(styleSheet); + } + if (!EditorGUIUtility.isProSkin && styleSheetLight != null && !styleSheetLight.Equals(null)) + { + styleSheetLight = AssetDatabase.LoadAssetAtPath(Style.k_uss_personal_overload); + if (styleSheetLight != null && !styleSheetLight.Equals(null)) + rootVisualElement.styleSheets.Add(styleSheetLight); + } + //Call the open function to configure LookDev // in case the window where open when last editor session finished. // (Else it will open at start and has nothing to display). @@ -213,15 +246,6 @@ void OnEnable() // /!\ be sure to have a minSize that will allow a non negative sized viewport even with side panel open this.minSize = new Vector2(600, 400); - rootVisualElement.styleSheets.Add( - AssetDatabase.LoadAssetAtPath(Style.k_uss)); - - if (!EditorGUIUtility.isProSkin) - { - rootVisualElement.styleSheets.Add( - AssetDatabase.LoadAssetAtPath(Style.k_uss_personal_overload)); - } - CreateToolbar(); m_MainContainer = new VisualElement() { name = Style.k_MainContainerName }; @@ -235,9 +259,15 @@ void OnEnable() ApplyLayout(viewLayout); ApplySidePanelChange(layout.showedSidePanel); + + Undo.undoRedoPerformed += FullRefreshEnvironmentList; } - void OnDisable() => OnClosedInternal?.Invoke(); + void OnDisable() + { + Undo.undoRedoPerformed -= FullRefreshEnvironmentList; + OnClosedInternal?.Invoke(); + } void CreateToolbar() { @@ -258,6 +288,7 @@ void CreateToolbar() cameraMenu.variant = ToolbarMenu.Variant.Popup; var cameraToggle = new ToolbarToggle() { name = Style.k_CameraButtonName }; cameraToggle.value = LookDev.currentContext.cameraSynced; + cameraToggle.tooltip = Style.k_CameraSyncTooltip; //Note: when having Image on top of the Toggle nested in the Menu, RegisterValueChangedCallback is not called //cameraToggle.RegisterValueChangedCallback(evt => LookDev.currentContext.cameraSynced = evt.newValue); @@ -271,8 +302,8 @@ void CreateToolbar() cameraToggle.Add(new Image() { image = Style.k_Camera1Icon }); cameraToggle.Add(new Image() { image = Style.k_LinkIcon }); cameraToggle.Add(new Image() { image = Style.k_Camera2Icon }); - cameraMenu.Add(cameraToggle); cameraMenu.Add(cameraSeparator); + cameraMenu.Add(cameraToggle); cameraMenu.menu.AppendAction(Style.k_CameraMenuSync1On2, (DropdownMenuAction a) => LookDev.currentContext.SynchronizeCameraStates(ViewIndex.Second), DropdownMenuAction.AlwaysEnabled); @@ -375,9 +406,11 @@ void CreateViews() m_NoEnvironment1 = new Label(Style.k_DragAndDropEnvironment); m_NoEnvironment1.style.flexGrow = 1; m_NoEnvironment1.style.unityTextAlign = TextAnchor.MiddleCenter; + m_NoEnvironment1.style.whiteSpace = WhiteSpace.Normal; m_NoEnvironment2 = new Label(Style.k_DragAndDropEnvironment); m_NoEnvironment2.style.flexGrow = 1; m_NoEnvironment2.style.unityTextAlign = TextAnchor.MiddleCenter; + m_NoEnvironment2.style.whiteSpace = WhiteSpace.Normal; m_Views[(int)ViewIndex.First].Add(m_NoObject1); m_Views[(int)ViewIndex.First].Add(m_NoEnvironment1); m_Views[(int)ViewIndex.Second].Add(m_NoObject2); @@ -453,11 +486,14 @@ Rect IViewDisplayer.GetRect(ViewCompositionIndex index) throw new ArgumentException("Unknown ViewCompositionIndex: " + index); } } - + Vector2 m_LastFirstViewSize = new Vector2(); Vector2 m_LastSecondViewSize = new Vector2(); void IViewDisplayer.SetTexture(ViewCompositionIndex index, Texture texture) { + if (texture == null) + return; + bool updated = false; switch (index) { @@ -496,7 +532,7 @@ void IViewDisplayer.SetTexture(ViewCompositionIndex index, Texture texture) throw new ArgumentException("Unknown ViewCompositionIndex: " + index); } } - + void IViewDisplayer.Repaint() => Repaint(); void ApplyLayout(Layout value) @@ -589,6 +625,83 @@ IStyle GetEnvironmentContenairDraggerStyle() } } - void OnGUI() => OnUpdateRequestedInternal?.Invoke(); + void OnGUI() + { + //Stylesheet + // [case 1219692] if LookDev is open while reimporting CoreRP package, + // stylesheet can be null. In this case, we can have a null stylesheet + // registered as it got destroyed. Reloading it. As we cannot just + // remove a null entry, we must filter and reconstruct the while list. + if (styleSheet == null || styleSheet.Equals(null) + || (!EditorGUIUtility.isProSkin && (styleSheetLight == null || styleSheetLight.Equals(null)))) + { + // While (case 1228706) is still on going, we sill close and reopen the look dev. + // This will prevent spawning error at frame. + // Note 2: This actually causes the lookdev to break completely with light theme. + // Until the actual issue is fixed, we'll comment this fix out as it only concerns an upgrade problem. + //LookDev.Close(); + //LookDev.Open(); + //return; + + // Following lines is the correct fix if UIElement filter garbage collected Stylesheet. + + //System.Collections.Generic.List usedStyleSheets = new System.Collections.Generic.List(); + //int currentCount = rootVisualElement.styleSheets.count; + //for (int i = 0; i < currentCount; ++i) + //{ + // StyleSheet sheet = rootVisualElement.styleSheets[i]; + // if (sheet != null && !sheet.Equals(null)) + // usedStyleSheets.Add(sheet); + //} + //rootVisualElement.styleSheets.Clear(); + //foreach (StyleSheet sheet in usedStyleSheets) + // rootVisualElement.styleSheets.Add(sheet); + + //styleSheet = AssetDatabase.LoadAssetAtPath(Style.k_uss); + //if (styleSheet != null && !styleSheet.Equals(null)) + //{ + // rootVisualElement.styleSheets.Add(styleSheet); + // if (!EditorGUIUtility.isProSkin) + // { + // rootVisualElement.styleSheets.Add( + // AssetDatabase.LoadAssetAtPath(Style.k_uss_personal_overload)); + // } + //} + + //if (styleSheet == null || styleSheet.Equals(null)) + //{ + // styleSheet = AssetDatabase.LoadAssetAtPath(Style.k_uss); + // if (styleSheet != null && !styleSheet.Equals(null)) + // rootVisualElement.styleSheets.Add(styleSheet); + //} + //if (!EditorGUIUtility.isProSkin && styleSheetLight != null && !styleSheetLight.Equals(null)) + //{ + // styleSheetLight = AssetDatabase.LoadAssetAtPath(Style.k_uss_personal_overload); + // if (styleSheetLight != null && !styleSheetLight.Equals(null)) + // rootVisualElement.styleSheets.Add(styleSheetLight); + //} + } + else + { + //deal with missing style when domain reload... + if (!rootVisualElement.styleSheets.Contains(styleSheet)) + rootVisualElement.styleSheets.Add(styleSheet); + if (!EditorGUIUtility.isProSkin && !rootVisualElement.styleSheets.Contains(styleSheetLight)) + rootVisualElement.styleSheets.Add(styleSheetLight); + } + + // [case 1245086] Guard in case the SRP asset is set to null (or to a not supported SRP) when the lookdev window is already open + // Note: After an editor reload, we might get a null OnUpdateRequestedInternal and null SRP for a couple of frames, hence the check. + if (!LookDev.supported && OnUpdateRequestedInternal !=null) + { + // Print an error and close the Lookdev window (to avoid spamming the console) + Debug.LogError($"LookDev is not supported by this Scriptable Render Pipeline: " + + (RenderPipelineManager.currentPipeline == null ? "No SRP in use" : RenderPipelineManager.currentPipeline.ToString())); + LookDev.Close(); + return; + } + + OnUpdateRequestedInternal?.Invoke(); + } } } diff --git a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss index 6131c3cfdb5..2dd183f21ac 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss +++ b/com.unity.render-pipelines.core/Editor/LookDev/DisplayWindow.uss @@ -378,9 +378,8 @@ MultipleSourcePopupField > MultipleDifferentValue:hover #cameraMenu { - flex-direction: row; + flex-direction: row-reverse; padding: 0px; - padding-right: 16px; } #cameraButton diff --git a/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs b/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs index 310239b1ac5..18872041db4 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/EnvironmentLibrary.cs @@ -32,15 +32,21 @@ public class EnvironmentLibrary : ScriptableObject /// The created Environment public Environment Add() { + Undo.SetCurrentGroupName("Add Environment"); + int group = Undo.GetCurrentGroup(); + Environment environment = ScriptableObject.CreateInstance(); environment.name = "New Environment"; Undo.RegisterCreatedObjectUndo(environment, "Add Environment"); + Undo.RecordObject(this, "Add Environment"); environments.Add(environment); // Store this new environment as a subasset so we can reference it safely afterwards. AssetDatabase.AddObjectToAsset(environment, this); + Undo.CollapseUndoOperations(group); + // Force save / refresh. Important to do this last because SaveAssets can cause effect to become null! EditorUtility.SetDirty(this); AssetDatabase.SaveAssets(); @@ -54,11 +60,16 @@ public Environment Add() /// Index where to remove Environment public void Remove(int index) { + Undo.SetCurrentGroupName("Remove Environment"); + int group = Undo.GetCurrentGroup(); + Environment environment = environments[index]; Undo.RecordObject(this, "Remove Environment"); environments.RemoveAt(index); Undo.DestroyObjectImmediate(environment); + Undo.CollapseUndoOperations(group); + // Force save / refresh EditorUtility.SetDirty(this); AssetDatabase.SaveAssets(); diff --git a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs index 59d57666f5b..08f04fb0eda 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/LookDev.cs @@ -90,14 +90,24 @@ internal static void SaveConfig(string path = lastRenderingDataSavePath) InternalEditorUtility.SaveToSerializedFileAndForget(new[] { currentContext }, path, true); } - /// open the LookDev window + /// Open the LookDev window public static void Open() { - s_ViewDisplayer = EditorWindow.GetWindow(); - s_EnvironmentDisplayer = EditorWindow.GetWindow(); + var Window = EditorWindow.GetWindow(); + s_ViewDisplayer = Window; + s_EnvironmentDisplayer = Window; ConfigureLookDev(reloadWithTemporaryID: false); } + /// Close the LookDev window + public static void Close() + { + (s_ViewDisplayer as EditorWindow)?.Close(); + s_ViewDisplayer = null; + (s_EnvironmentDisplayer as EditorWindow)?.Close(); + s_EnvironmentDisplayer = null; + } + [Callbacks.DidReloadScripts] static void OnEditorReload() { @@ -131,7 +141,7 @@ static void WaitingSRPReloadForConfiguringRenderer(int maxAttempt, bool reloadWi () => WaitingSRPReloadForConfiguringRenderer(maxAttempt, reloadWithTemporaryID, ++attemptNumber); else { - (s_ViewDisplayer as EditorWindow)?.Close(); + Close(); throw new System.Exception("LookDev is not supported by this Scriptable Render Pipeline: " + (RenderPipelineManager.currentPipeline == null ? "No SRP in use" : RenderPipelineManager.currentPipeline.ToString())); @@ -148,8 +158,7 @@ static void ConfigureRenderer(bool reloadWithTemporaryID) static void LinkViewDisplayer() { - EditorApplication.playModeStateChanged += state => - (s_ViewDisplayer as EditorWindow)?.Close(); + EditorApplication.playModeStateChanged += state => Close(); s_ViewDisplayer.OnClosed += () => { diff --git a/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs b/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs index 5c05703393c..0d96a34a421 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/Stage.cs @@ -196,6 +196,10 @@ static void InitAddedObjectsRecursively(GameObject go) var lineRenderer = go.GetComponent(); if (lineRenderer != null) lineRenderer.lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off; + + var volumes = go.GetComponents(); + foreach (var volume in volumes) + volume.UpdateLayer(); //force update of layer now as the Update can be called after we unregister volume from manager foreach (Transform child in go.transform) InitAddedObjectsRecursively(child.gameObject); diff --git a/com.unity.render-pipelines.core/Editor/LookDev/ToolbarRadio.cs b/com.unity.render-pipelines.core/Editor/LookDev/ToolbarRadio.cs index e9911623932..0d985d18e7d 100644 --- a/com.unity.render-pipelines.core/Editor/LookDev/ToolbarRadio.cs +++ b/com.unity.render-pipelines.core/Editor/LookDev/ToolbarRadio.cs @@ -57,11 +57,12 @@ public ToolbarRadio(string label = null, bool canDeselectAll = false) Add(new Label() { text = label }); } - public void AddRadio(string text = null, Texture2D icon = null) + public void AddRadio(string text = null, Texture2D icon = null, string tooltip = null) { var toggle = new ToolbarToggle(); toggle.RegisterValueChangedCallback(InnerValueChanged(radioLength)); toggle.SetValueWithoutNotify(radioLength == (m_CanDeselectAll ? -1 : 0)); + toggle.tooltip = tooltip; radios.Add(toggle); if (icon != null) { @@ -83,6 +84,11 @@ public void AddRadios(string[] labels) foreach (var label in labels) AddRadio(label); } + public void AddRadios((string text, string tooltip)[] labels) + { + foreach (var label in labels) + AddRadio(label.text, null, label.tooltip); + } public void AddRadios(Texture2D[] icons) { @@ -95,6 +101,18 @@ public void AddRadios((string text, Texture2D icon)[] labels) foreach (var label in labels) AddRadio(label.text, label.icon); } + + public void AddRadios((Texture2D icon, string tooltip)[] labels) + { + foreach (var label in labels) + AddRadio(null, label.icon, label.tooltip); + } + + public void AddRadios((string text, Texture2D icon, string tooltip)[] labels) + { + foreach (var label in labels) + AddRadio(label.text, label.icon, label.tooltip); + } EventCallback> InnerValueChanged(int radioIndex) { diff --git a/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs b/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs index 20690d6224d..bde4ad17ae6 100644 --- a/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs +++ b/com.unity.render-pipelines.core/Editor/MaterialUpgrader.cs @@ -361,6 +361,13 @@ public static void UpgradeProjectFolder(List upgraders, HashSe } } + // Upgrade terrain specifically since it is a builtin material + if (Terrain.activeTerrains.Length > 0) + { + Material terrainMat = Terrain.activeTerrain.materialTemplate; + Upgrade(terrainMat, upgraders, flags); + } + UnityEditor.EditorUtility.ClearProgressBar(); } diff --git a/com.unity.render-pipelines.core/Editor/QuaternionPropertyDrawer.cs b/com.unity.render-pipelines.core/Editor/QuaternionPropertyDrawer.cs index b6096a16210..3bbe0fb103a 100644 --- a/com.unity.render-pipelines.core/Editor/QuaternionPropertyDrawer.cs +++ b/com.unity.render-pipelines.core/Editor/QuaternionPropertyDrawer.cs @@ -9,7 +9,10 @@ public override void OnGUI(Rect position, SerializedProperty property, GUIConten { var euler = property.quaternionValue.eulerAngles; EditorGUI.BeginChangeCheck(); + var w = EditorGUIUtility.wideMode; + EditorGUIUtility.wideMode = true; euler = EditorGUI.Vector3Field(position, label, euler); + EditorGUIUtility.wideMode = w; if (EditorGUI.EndChangeCheck()) property.quaternionValue = Quaternion.Euler(euler); } diff --git a/com.unity.render-pipelines.core/Editor/ShaderGenerator/CSharpToHLSL.cs b/com.unity.render-pipelines.core/Editor/ShaderGenerator/CSharpToHLSL.cs index 5585be5d2b7..76391051c57 100644 --- a/com.unity.render-pipelines.core/Editor/ShaderGenerator/CSharpToHLSL.cs +++ b/com.unity.render-pipelines.core/Editor/ShaderGenerator/CSharpToHLSL.cs @@ -201,7 +201,16 @@ static void LoadTypes(string fileName) }*/ parser.Lexer.EvaluateConditionalCompilation = true; - parser.Parse(); + try + { + parser.Parse(); + } + catch + { + Debug.LogWarning($"Unable to parse {fileName}. Please not that C# 6.0 syntax is not yet supported by this tool."); + return; + } + try { var visitor = new NamespaceVisitor(); diff --git a/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs b/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs index d54ced280a5..9669c56a435 100644 --- a/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs +++ b/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs @@ -16,24 +16,24 @@ namespace UnityEditor.Rendering /// in the inspector: /// /// using UnityEngine.Rendering; - /// + /// /// [CustomEditor(typeof(VolumeProfile))] /// public class CustomVolumeProfileEditor : Editor /// { /// VolumeComponentListEditor m_ComponentList; - /// + /// /// void OnEnable() /// { /// m_ComponentList = new VolumeComponentListEditor(this); /// m_ComponentList.Init(target as VolumeProfile, serializedObject); /// } - /// + /// /// void OnDisable() /// { /// if (m_ComponentList != null) /// m_ComponentList.Clear(); /// } - /// + /// /// public override void OnInspectorGUI() /// { /// serializedObject.Update(); @@ -58,7 +58,7 @@ public sealed class VolumeComponentListEditor Dictionary m_EditorTypes; // Component type => Editor type List m_Editors; - static VolumeComponent s_ClipboardContent; + int m_CurrentHashCode; /// /// Creates a new instance of to use in an @@ -197,9 +197,12 @@ public void OnGUI() if (asset == null) return; - if (asset.isDirty) + // Even if the asset is not dirty, the list of component may have been changed by another inspector. + // In this case, only the hash will tell us that we need to refresh. + if (asset.isDirty || asset.GetComponentListHashCode() != m_CurrentHashCode) { RefreshEditors(); + m_CurrentHashCode = asset.GetComponentListHashCode(); asset.isDirty = false; } @@ -416,33 +419,33 @@ internal void MoveComponent(int id, int offset) m_Editors[id] = prev; } - // Copy/pasting is simply done by creating an in memory copy of the selected component and - // copying over the serialized data to another; it doesn't use nor affect the OS clipboard static bool CanPaste(VolumeComponent targetComponent) { - return s_ClipboardContent != null - && s_ClipboardContent.GetType() == targetComponent.GetType(); + if (string.IsNullOrWhiteSpace(EditorGUIUtility.systemCopyBuffer)) + return false; + + string clipboard = EditorGUIUtility.systemCopyBuffer; + int separator = clipboard.IndexOf('|'); + + if (separator < 0) + return false; + + return targetComponent.GetType().AssemblyQualifiedName == clipboard.Substring(0, separator); } static void CopySettings(VolumeComponent targetComponent) { - if (s_ClipboardContent != null) - { - CoreUtils.Destroy(s_ClipboardContent); - s_ClipboardContent = null; - } - - s_ClipboardContent = (VolumeComponent)ScriptableObject.CreateInstance(targetComponent.GetType()); - EditorUtility.CopySerializedIfDifferent(targetComponent, s_ClipboardContent); + string typeName = targetComponent.GetType().AssemblyQualifiedName; + string typeData = JsonUtility.ToJson(targetComponent); + EditorGUIUtility.systemCopyBuffer = $"{typeName}|{typeData}"; } static void PasteSettings(VolumeComponent targetComponent) { - Assert.IsNotNull(s_ClipboardContent); - Assert.AreEqual(s_ClipboardContent.GetType(), targetComponent.GetType()); - + string clipboard = EditorGUIUtility.systemCopyBuffer; + string typeData = clipboard.Substring(clipboard.IndexOf('|') + 1); Undo.RecordObject(targetComponent, "Paste Settings"); - EditorUtility.CopySerializedIfDifferent(s_ClipboardContent, targetComponent); + JsonUtility.FromJsonOverwrite(typeData, targetComponent); } } } diff --git a/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs b/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs index 859a43693c5..19e62251c83 100644 --- a/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs +++ b/com.unity.render-pipelines.core/Editor/Volume/VolumeEditor.cs @@ -1,4 +1,8 @@ +using System.IO; +using System.Linq; +using UnityEditor.PackageManager; using UnityEngine; +using UnityEngine.Assertions; using UnityEngine.Rendering; namespace UnityEditor.Rendering @@ -6,6 +10,7 @@ namespace UnityEditor.Rendering [CustomEditor(typeof(Volume))] sealed class VolumeEditor : Editor { + SerializedProperty m_AffectsRenderLayers; SerializedProperty m_IsGlobal; SerializedProperty m_BlendRadius; SerializedProperty m_Weight; @@ -23,6 +28,7 @@ sealed class VolumeEditor : Editor void OnEnable() { var o = new PropertyFetcher(serializedObject); + m_AffectsRenderLayers = o.Find(x => x.affectsRenderLayers); m_IsGlobal = o.Find(x => x.isGlobal); m_BlendRadius = o.Find(x => x.blendDistance); m_Weight = o.Find(x => x.weight); @@ -50,13 +56,31 @@ public override void OnInspectorGUI() { serializedObject.Update(); + var mask = m_AffectsRenderLayers.intValue; + var rect = EditorGUILayout.GetControlRect(); + + GUIContent label1 = EditorGUIUtility.TrTextContent("Affect Render Layers", "(ASG) Which render layers this post process volume affects."); + EditorGUI.BeginProperty(rect, label1, m_AffectsRenderLayers); + EditorGUI.BeginChangeCheck(); + + string[] displayedOptions = Enumerable.Range(1, 32).Select(i => $"Layer {i}").ToArray(); + mask = EditorGUI.MaskField(rect, label1, mask, displayedOptions); + + if (EditorGUI.EndChangeCheck()) + { + m_AffectsRenderLayers.intValue = mask; + } + + EditorGUI.EndProperty(); + + GUIContent label = EditorGUIUtility.TrTextContent("Mode", "A global volume is applied to the whole scene."); Rect lineRect = EditorGUILayout.GetControlRect(); int isGlobal = m_IsGlobal.boolValue ? 0 : 1; EditorGUI.BeginProperty(lineRect, label, m_IsGlobal); { EditorGUI.BeginChangeCheck(); - isGlobal = EditorGUILayout.Popup(label, isGlobal, m_Modes); + isGlobal = EditorGUI.Popup(lineRect, label, isGlobal, m_Modes); if (EditorGUI.EndChangeCheck()) m_IsGlobal.boolValue = isGlobal == 0; } @@ -153,7 +177,13 @@ public override void OnInspectorGUI() // Duplicate the currently assigned profile and save it as a new profile var origin = profileRef; var path = AssetDatabase.GetAssetPath(m_Profile.objectReferenceValue); - path = AssetDatabase.GenerateUniqueAssetPath(path); + + path = IsAssetInReadOnlyPackage(path) + // We may be in a read only package, in that case we need to clone the volume profile in an + // editable area, such as the root of the project. + ? AssetDatabase.GenerateUniqueAssetPath(Path.Combine("Assets", Path.GetFileName(path))) + // Otherwise, duplicate next to original asset. + : AssetDatabase.GenerateUniqueAssetPath(path); var asset = Instantiate(origin); asset.components.Clear(); @@ -187,7 +217,11 @@ public override void OnInspectorGUI() else { if (assetHasChanged || profileRef != m_ComponentList.asset) + { + serializedObject.ApplyModifiedProperties(); + serializedObject.Update(); RefreshEffectListEditor(profileRef); + } if (!multiEdit) { @@ -198,5 +232,12 @@ public override void OnInspectorGUI() serializedObject.ApplyModifiedProperties(); } + + static bool IsAssetInReadOnlyPackage(string path) + { + Assert.IsNotNull(path); + var info = PackageManager.PackageInfo.FindForAssetPath(path); + return info != null && (info.source != PackageSource.Local && info.source != PackageSource.Embedded); + } } } diff --git a/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs b/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs index c9eba822995..cf00102a263 100644 --- a/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs +++ b/com.unity.render-pipelines.core/Editor/Volume/VolumeProfileFactory.cs @@ -56,12 +56,22 @@ public static VolumeProfile CreateVolumeProfile(Scene scene, string targetName) { var scenePath = Path.GetDirectoryName(scene.path); var extPath = scene.name; - var profilePath = scenePath + "/" + extPath; + var profilePath = scenePath + Path.DirectorySeparatorChar + extPath; if (!AssetDatabase.IsValidFolder(profilePath)) - AssetDatabase.CreateFolder(scenePath, extPath); + { + var directories = profilePath.Split(Path.DirectorySeparatorChar); + string rootPath = ""; + foreach (var directory in directories) + { + var newPath = rootPath + directory; + if (!AssetDatabase.IsValidFolder(newPath)) + AssetDatabase.CreateFolder(rootPath.TrimEnd(Path.DirectorySeparatorChar), directory); + rootPath = newPath + Path.DirectorySeparatorChar; + } + } - path = profilePath + "/"; + path = profilePath + Path.DirectorySeparatorChar; } path += targetName + " Profile.asset"; diff --git a/com.unity.render-pipelines.core/Runtime/Camera/CameraSwitcher.cs b/com.unity.render-pipelines.core/Runtime/Camera/CameraSwitcher.cs index 91754c7bdaf..8f8772bec44 100644 --- a/com.unity.render-pipelines.core/Runtime/Camera/CameraSwitcher.cs +++ b/com.unity.render-pipelines.core/Runtime/Camera/CameraSwitcher.cs @@ -89,7 +89,7 @@ Camera GetNextCamera() void SetCameraIndex(int index) { - if (index > 0 || index < GetCameraCount()) + if (index > 0 && index < GetCameraCount()) { m_CurrentCameraIndex = index; diff --git a/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs b/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs index fb02eab90cb..993c1283d03 100644 --- a/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs +++ b/com.unity.render-pipelines.core/Runtime/Common/ComponentSingleton.cs @@ -20,7 +20,7 @@ public static TType instance { if (s_Instance == null) { - GameObject go = new GameObject("Default " + typeof(TType)) { hideFlags = HideFlags.HideAndDontSave }; + GameObject go = new GameObject("Default " + typeof(TType).Name) { hideFlags = HideFlags.HideAndDontSave }; go.SetActive(false); s_Instance = go.AddComponent(); } @@ -28,5 +28,18 @@ public static TType instance return s_Instance; } } + + /// + /// Release the component singleton. + /// + public static void Release() + { + if (s_Instance != null) + { + var go = s_Instance.gameObject; + CoreUtils.Destroy(go); + s_Instance = null; + } + } } } diff --git a/com.unity.render-pipelines.core/Runtime/Common/ListBuffer.cs b/com.unity.render-pipelines.core/Runtime/Common/ListBuffer.cs new file mode 100644 index 00000000000..594313c44f8 --- /dev/null +++ b/com.unity.render-pipelines.core/Runtime/Common/ListBuffer.cs @@ -0,0 +1,163 @@ +using System; +using Unity.Collections.LowLevel.Unsafe; + +namespace UnityEngine.Rendering +{ + /// + /// A list that stores value on a provided memory buffer. + /// + /// Usually use this to have a list on stack allocated memory. + /// + /// The type of the data stored in the list. + public unsafe struct ListBuffer + where T: unmanaged + { + private T* m_BufferPtr; + private int m_Capacity; + private int* m_CountPtr; + + /// + /// The pointer to the memory storage. + /// + internal T* BufferPtr => m_BufferPtr; + + /// + /// The number of item in the list. + /// + public int Count => *m_CountPtr; + + /// + /// The maximum number of item stored in this list. + /// + public int Capacity => m_Capacity; + + /// + /// Instantiate a new list. + /// + /// The address in memory to store the data. + /// The address in memory to store the number of item of this list.. + /// The number of that can be stored in the buffer. + public ListBuffer(T* bufferPtr, int* countPtr, int capacity) + { + m_BufferPtr = bufferPtr; + m_Capacity = capacity; + m_CountPtr = countPtr; + } + + /// + /// Get an item from the list. + /// + /// The index of the item to get. + /// A reference to the item. + /// If the index is invalid. + public ref T this[in int index] + { + get + { + if (index < 0 || index >= Count) + throw new IndexOutOfRangeException( + $"Expected a value between 0 and {Count}, but received {index}."); + return ref m_BufferPtr[index]; + } + } + + /// + /// Get an item from the list. + /// + /// Safety: index must be inside the bounds of the list. + /// + /// The index of the item to get. + /// A reference to the item. + public unsafe ref T GetUnchecked(in int index) => ref m_BufferPtr[index]; + + /// + /// Try to add a value in the list. + /// + /// A reference to the value to add. + /// + /// true when the value was added, + /// false when the value was not added because the capacity was reached. + /// + public bool TryAdd(in T value) + { + if (Count >= m_Capacity) + return false; + + m_BufferPtr[Count] = value; + ++*m_CountPtr; + return true; + } + + /// + /// Copy the content of this list into another buffer in memory. + /// + /// Safety: + /// * The destination must have enough memory to receive the copied data. + /// + /// The destination buffer of the copy operation. + /// The index of the first element that will be copied in the destination buffer. + /// The number of item to copy. + public unsafe void CopyTo(T* dstBuffer, int startDstIndex, int copyCount) + { + UnsafeUtility.MemCpy( dstBuffer + startDstIndex, m_BufferPtr, + UnsafeUtility.SizeOf() * copyCount); + } + + /// + /// Try to copy the list into another list. + /// + /// The destination of the copy. + /// + /// * true when the copy was performed. + /// * false when the copy was aborted because the destination have a capacity too small. + /// + public bool TryCopyTo(ListBuffer other) + { + if (other.Count + Count >= other.m_Capacity) + return false; + + UnsafeUtility.MemCpy( other.m_BufferPtr + other.Count, m_BufferPtr, UnsafeUtility.SizeOf() * Count); + *other.m_CountPtr += Count; + return true; + } + + /// + /// Try to copy the data from a buffer in this list. + /// + /// The pointer of the source memory to copy. + /// The number of item to copy from the source buffer. + /// + /// * true when the copy was performed. + /// * false when the copy was aborted because the capacity of this list is too small. + /// + public bool TryCopyFrom(T* srcPtr, int count) + { + if (count + Count > m_Capacity) + return false; + + UnsafeUtility.MemCpy( m_BufferPtr + Count, srcPtr, UnsafeUtility.SizeOf() * count); + *m_CountPtr += count; + return true; + } + } + + /// + /// Extensions for . + /// + public static class ListBufferExtensions + { + /// + /// Perform a quick sort on a . + /// + /// The list to sort. + /// The type of the element in the list. + public static void QuickSort(this ListBuffer self) + where T : unmanaged, IComparable + { + unsafe + { + CoreUnsafeUtils.QuickSort(self.Count, self.BufferPtr); + } + } + } +} diff --git a/com.unity.render-pipelines.core/Runtime/Common/ListBuffer.cs.meta b/com.unity.render-pipelines.core/Runtime/Common/ListBuffer.cs.meta new file mode 100644 index 00000000000..1259d25752c --- /dev/null +++ b/com.unity.render-pipelines.core/Runtime/Common/ListBuffer.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 188d5dc897b64646b3757571725337ce +timeCreated: 1591792904 \ No newline at end of file diff --git a/com.unity.render-pipelines.core/Runtime/Common/XRGraphics.cs b/com.unity.render-pipelines.core/Runtime/Common/XRGraphics.cs index c7182c6b2a0..6c88186449e 100644 --- a/com.unity.render-pipelines.core/Runtime/Common/XRGraphics.cs +++ b/com.unity.render-pipelines.core/Runtime/Common/XRGraphics.cs @@ -41,6 +41,13 @@ public static float eyeTextureResolutionScale #endif return 1.0f; } + + set + { +#if ENABLE_VR && ENABLE_VR_MODULE + XRSettings.eyeTextureResolutionScale = value; +#endif + } } /// diff --git a/com.unity.render-pipelines.core/Runtime/Documentation.cs b/com.unity.render-pipelines.core/Runtime/Documentation.cs index c9e822a6306..635f13d7267 100644 --- a/com.unity.render-pipelines.core/Runtime/Documentation.cs +++ b/com.unity.render-pipelines.core/Runtime/Documentation.cs @@ -4,30 +4,17 @@ namespace UnityEngine.Rendering { - //We need to have only one version number amongst packages (so public) - /// - /// Documentation Info class. - /// - public class DocumentationInfo - { - //Update this field when upgrading the target Documentation for the package - //Should be linked to the package version somehow. - /// - /// Current version of the documentation. - /// - public const string version = "7.1"; - } - //Need to live in Runtime as Attribute of documentation is on Runtime classes \o/ /// /// Documentation class. /// - class Documentation : DocumentationInfo + internal class Documentation { //This must be used like //[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "some-page" + Documentation.endURL)] //It cannot support String.Format nor string interpolation internal const string baseURL = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@"; + internal const string version = "8.3"; internal const string subURL = "/manual/"; internal const string endURL = ".html"; diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs index a9f9c22b96c..aeeb5986e1a 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraph.cs @@ -236,6 +236,17 @@ public void UnRegisterDebug() //m_DebugParameters.UnRegisterDebug(); } + /// + /// Resets the reference size of the internal RTHandle System. + /// This allows users to reduce the memory footprint of render textures after doing a super sampled rendering pass for example. + /// + /// New width of the internal RTHandle System. + /// New height of the internal RTHandle System. + public void ResetRTHandleReferenceSize(int width, int height) + { + m_Resources.ResetRTHandleReferenceSize(width, height); + } + /// /// Import an external texture to the Render Graph. /// diff --git a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs index 292d96b51b4..96eb881f654 100644 --- a/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs +++ b/com.unity.render-pipelines.core/Runtime/RenderGraph/RenderGraphResourceRegistry.cs @@ -324,7 +324,8 @@ private RenderGraphResourceRegistry() internal RenderGraphResourceRegistry(bool supportMSAA, MSAASamples initialSampleCount, RenderGraphDebugParams renderGraphDebug, RenderGraphLogger logger) { - m_RTHandleSystem.Initialize(1, 1, supportMSAA, initialSampleCount); + // We initialize to screen width/height to avoid multiple realloc that can lead to inflated memory usage (as releasing of memory is delayed). + m_RTHandleSystem.Initialize(Screen.width, Screen.height, supportMSAA, initialSampleCount); m_RenderGraphDebug = renderGraphDebug; m_Logger = logger; } @@ -659,6 +660,11 @@ internal void Clear() #endif } + internal void ResetRTHandleReferenceSize(int width, int height) + { + m_RTHandleSystem.ResetReferenceSize(width, height); + } + internal void Cleanup() { foreach (var value in m_TexturePool) diff --git a/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs b/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs index 7d10f4fe881..51888e2e4aa 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/BufferedRTHandleSystem.cs @@ -134,6 +134,17 @@ public void SwapAndSetReferenceSize(int width, int height, MSAASamples msaaSampl m_RTHandleSystem.SetReferenceSize(width, height, msaaSamples); } + /// + /// Reset the reference size of the system and reallocate all textures. + /// + /// New width. + /// New height. + public void ResetReferenceSize(int width, int height) + { + m_RTHandleSystem.ResetReferenceSize(width, height); + } + + void Swap() { foreach (var item in m_RTHandles) diff --git a/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs b/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs index 155686bc188..52fc284e6ed 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/RTHandleSystem.cs @@ -125,6 +125,18 @@ internal void Remove(RTHandle rth) m_AutoSizedRTs.Remove(rth); } + /// + /// Reset the reference size of the system and reallocate all textures. + /// + /// New width. + /// New height. + public void ResetReferenceSize(int width, int height) + { + m_MaxWidths = width; + m_MaxHeights = height; + SetReferenceSize(width, height, m_ScaledRTCurrentMSAASamples, reset: true); + } + /// /// Sets the reference rendering size for subsequent rendering for the RTHandle System /// @@ -132,6 +144,18 @@ internal void Remove(RTHandle rth) /// Reference rendering height for subsequent rendering. /// Number of MSAA samples for multisampled textures for subsequent rendering. public void SetReferenceSize(int width, int height, MSAASamples msaaSamples) + { + SetReferenceSize(width, height, msaaSamples, false); + } + + /// + /// Sets the reference rendering size for subsequent rendering for the RTHandle System + /// + /// Reference rendering width for subsequent rendering. + /// Reference rendering height for subsequent rendering. + /// Number of MSAA samples for multisampled textures for subsequent rendering. + /// If set to true, the new width and height will override the old values even if they are not bigger. + public void SetReferenceSize(int width, int height, MSAASamples msaaSamples, bool reset) { m_RTHandleProperties.previousViewportSize = m_RTHandleProperties.currentViewportSize; m_RTHandleProperties.previousRenderTargetSize = m_RTHandleProperties.currentRenderTargetSize; @@ -140,7 +164,7 @@ public void SetReferenceSize(int width, int height, MSAASamples msaaSamples) width = Mathf.Max(width, 1); height = Mathf.Max(height, 1); - bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight(); + bool sizeChanged = width > GetMaxWidth() || height > GetMaxHeight() || reset; bool msaaSamplesChanged = (msaaSamples != m_ScaledRTCurrentMSAASamples); if (sizeChanged || msaaSamplesChanged) diff --git a/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs b/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs index 4b748445f94..8ad0ff6c6a3 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/RTHandles.cs @@ -294,5 +294,15 @@ MSAASamples msaaSamples msaaSamples ); } + + /// + /// Reset the reference size of the system and reallocate all textures. + /// + /// New width. + /// New height. + public static void ResetReferenceSize(int width, int height) + { + s_DefaultInstance.ResetReferenceSize(width, height); + } } } diff --git a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs index e5f40685b5d..bc984323b6b 100644 --- a/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs +++ b/com.unity.render-pipelines.core/Runtime/Textures/TextureXR.cs @@ -38,16 +38,13 @@ public static bool useTexArray { case GraphicsDeviceType.Direct3D11: case GraphicsDeviceType.Direct3D12: - return SystemInfo.graphicsDeviceType != GraphicsDeviceType.XboxOne; - case GraphicsDeviceType.PlayStation4: - return true; - case GraphicsDeviceType.Vulkan: return true; - } - return false; + default: + return false; + } } } diff --git a/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef b/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef index e604c9ea9fc..dee97e1417e 100644 --- a/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef +++ b/com.unity.render-pipelines.core/Runtime/Unity.RenderPipelines.Core.Runtime.asmdef @@ -21,11 +21,6 @@ "expression": "1.0.0", "define": "ENABLE_XR_MODULE" }, - { - "name": "com.unity.modules.xr", - "expression": "1.0.0", - "define": "ENABLE_XR_MODULE" - }, { "name": "com.unity.inputsystem", "expression": "0.0.0", diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs b/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs index 252c36efed9..ad773481f85 100644 --- a/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs +++ b/com.unity.render-pipelines.core/Runtime/Utilities/BitArray.cs @@ -9,35 +9,35 @@ namespace UnityEngine.Rendering /// public interface IBitArray { - /// Number of elements in the bit array. + /// Gets the capacity of this BitArray. This is the number of bits that are usable. uint capacity { get; } - /// True if all bits are 0. + /// Return `true` if all the bits of this BitArray are set to 0. Returns `false` otherwise. bool allFalse { get; } - /// True if all bits are 1. + /// Return `true` if all the bits of this BitArray are set to 1. Returns `false` otherwise. bool allTrue { get; } /// - /// Returns the state of the bit at a specific index. + /// An indexer that allows access to the bit at a given index. This provides both read and write access. /// /// Index of the bit. /// State of the bit at the provided index. bool this[uint index] { get; set; } - /// Returns the bit array in a human readable form. + /// Writes the bits in the array in a human-readable form. This is as a string of 0s and 1s packed by 8 bits. This is useful for debugging. string humanizedData { get; } /// - /// Bit-wise And operation. + /// Perform an AND bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values. /// - /// Bit array with which to the And operation. + /// BitArray with which to the And operation. /// The resulting bit array. IBitArray BitAnd(IBitArray other); /// - /// Bit-wise Or operation. + /// Perform an OR bitwise operation between this BitArray and the one you pass into the function and return the result. Both BitArrays must have the same capacity. This will not change current BitArray values. /// - /// Bit array with which to the Or operation. + /// BitArray with which to the Or operation. /// The resulting bit array. IBitArray BitOr(IBitArray other); /// - /// Invert the bit array. + /// Return the BitArray with every bit inverted. /// /// IBitArray BitNot(); diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs b/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs index 1143c5383f5..8a8e96fcdd7 100644 --- a/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs +++ b/com.unity.render-pipelines.core/Runtime/Utilities/ColorUtils.cs @@ -218,8 +218,8 @@ public static float ConvertEV100ToExposure(float EV100) // = 78 / (100 * 0.65) * 2^ EV_100 // = 1.2 * 2^ EV // Reference: http://en.wikipedia.org/wiki/Film_speed - float maxLuminance = 1.2f * Mathf.Pow(2f, EV100); - return 1f / maxLuminance; + float maxLuminance = 1.2f * Mathf.Pow(2.0f, EV100); + return 1.0f / maxLuminance; } /// @@ -229,8 +229,12 @@ public static float ConvertEV100ToExposure(float EV100) /// An exposure value, in EV100. public static float ConvertExposureToEV100(float exposure) { - const float k = 1f / 1.2f; - return -Mathf.Log(exposure / k, 2f); + // Compute the maximum luminance possible with H_sbs sensitivity + // EV_100 = log2( S * q / (78 * exposure) ) + // = log2( 100 * 0.65 / (78 * exposure) ) + // = log2( 1.0f / (1.2 * exposure) ) + // Reference: http://en.wikipedia.org/wiki/Film_speed + return Mathf.Log(1.0f / (1.2f * exposure), 2.0f); } /// diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs b/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs index c4880b60db7..2b59a468cfc 100644 --- a/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs +++ b/com.unity.render-pipelines.core/Runtime/Utilities/CoreUtils.cs @@ -1013,7 +1013,7 @@ public static bool ArePostProcessesEnabled(Camera camera) // Post-processing is disabled in scene view if either showImageEffects is disabled or we are // rendering in wireframe mode. if (sv.camera == camera && - (sv.sceneViewState.showImageEffects && sv.cameraMode.drawMode != UnityEditor.DrawCameraMode.Wireframe)) + (sv.sceneViewState.imageEffectsEnabled && sv.cameraMode.drawMode != UnityEditor.DrawCameraMode.Wireframe)) { enabled = true; break; @@ -1045,7 +1045,7 @@ public static bool AreAnimatedMaterialsEnabled(Camera camera) for (int i = 0; i < UnityEditor.SceneView.sceneViews.Count; i++) // Using a foreach on an ArrayList generates garbage ... { var sv = UnityEditor.SceneView.sceneViews[i] as UnityEditor.SceneView; - if (sv.camera == camera && sv.sceneViewState.showMaterialUpdate) + if (sv.camera == camera && sv.sceneViewState.materialUpdateEnabled) { animateMaterials = true; break; @@ -1106,6 +1106,32 @@ public static bool IsSceneLightingDisabled(Camera camera) return disabled; } + /// + /// Returns true if the "Light Overlap" scene view draw mode is enabled. + /// + /// Input camera. + /// True if "Light Overlap" is enabled in the scene view associated with the input camera. + public static bool IsLightOverlapDebugEnabled(Camera camera) + { + bool enabled = false; +#if UNITY_EDITOR + if (camera.cameraType == CameraType.SceneView) + { + // Determine whether the "LightOverlap" mode is enabled for the current view. + for (int i = 0; i < UnityEditor.SceneView.sceneViews.Count; i++) + { + var sv = UnityEditor.SceneView.sceneViews[i] as UnityEditor.SceneView; + if (sv.camera == camera && sv.cameraMode.drawMode == UnityEditor.DrawCameraMode.LightOverlap) + { + enabled = true; + break; + } + } + } +#endif + return enabled; + } + #if UNITY_EDITOR static Func> materialEditors; @@ -1137,7 +1163,7 @@ public static bool IsSceneViewFogEnabled(Camera camera) for (int i = 0; i < UnityEditor.SceneView.sceneViews.Count; i++) { var sv = UnityEditor.SceneView.sceneViews[i] as UnityEditor.SceneView; - if (sv.camera == camera && sv.sceneViewState.showFog) + if (sv.camera == camera && sv.sceneViewState.fogEnabled) { fogEnable = true; break; diff --git a/com.unity.render-pipelines.core/Runtime/Utilities/TextureCurve.cs b/com.unity.render-pipelines.core/Runtime/Utilities/TextureCurve.cs index 4e3b9ea2c1d..5a5513d49af 100644 --- a/com.unity.render-pipelines.core/Runtime/Utilities/TextureCurve.cs +++ b/com.unity.render-pipelines.core/Runtime/Utilities/TextureCurve.cs @@ -80,21 +80,18 @@ public TextureCurve(Keyframe[] keys, float zeroValue, bool loop, in Vector2 boun /// /// Finalizer. /// - ~TextureCurve() - { - ReleaseUnityResources(); - } + ~TextureCurve() {} /// /// Cleans up the internal texture resource. /// - public void Dispose() - { - ReleaseUnityResources(); - GC.SuppressFinalize(this); - } + [Obsolete("Please use Release() instead.")] + public void Dispose() {} - void ReleaseUnityResources() + /// + /// Releases the internal texture resource. + /// + public void Release() { CoreUtils.Destroy(m_Texture); m_Texture = null; @@ -127,17 +124,18 @@ static TextureFormat GetTextureFormat() /// A 128x1 texture. public Texture2D GetTexture() { - if (m_IsTextureDirty) + if (m_Texture == null) { - if (m_Texture == null) - { - m_Texture = new Texture2D(k_Precision, 1, GetTextureFormat(), false, true); - m_Texture.name = "CurveTexture"; - m_Texture.hideFlags = HideFlags.HideAndDontSave; - m_Texture.filterMode = FilterMode.Bilinear; - m_Texture.wrapMode = TextureWrapMode.Clamp; - } + m_Texture = new Texture2D(k_Precision, 1, GetTextureFormat(), false, true); + m_Texture.name = "CurveTexture"; + m_Texture.hideFlags = HideFlags.HideAndDontSave; + m_Texture.filterMode = FilterMode.Bilinear; + m_Texture.wrapMode = TextureWrapMode.Clamp; + m_IsTextureDirty = true; + } + if (m_IsTextureDirty) + { var pixels = new Color[k_Precision]; for (int i = 0; i < pixels.Length; i++) @@ -254,6 +252,8 @@ public class TextureCurveParameter : VolumeParameter public TextureCurveParameter(TextureCurve value, bool overrideState = false) : base(value, overrideState) { } + public override void Release() => m_Value.Release(); + // TODO: TextureCurve interpolation } } diff --git a/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs b/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs index 09b01f8e33e..fe5c9601f40 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/Volume.cs @@ -1,3 +1,4 @@ +using System; using System.Collections.Generic; namespace UnityEngine.Rendering @@ -10,6 +11,8 @@ namespace UnityEngine.Rendering [AddComponentMenu("Miscellaneous/Volume")] public class Volume : MonoBehaviour { + public int affectsRenderLayers = -1; // flags must use int to properly use MaskField in editor + /// /// Specifies whether to apply the Volume to the entire Scene or not. /// @@ -114,12 +117,7 @@ void Update() // real-time as the user could change it at any time in the editor or at runtime. // Because no event is raised when the layer changes, we have to track it on every // frame :/ - int layer = gameObject.layer; - if (layer != m_PreviousLayer) - { - VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer); - m_PreviousLayer = layer; - } + UpdateLayer(); // Same for priority. We could use a property instead, but it doesn't play nice with the // serialization system. Using a custom Attribute/PropertyDrawer for a property is @@ -127,11 +125,21 @@ void Update() // our case. if (priority != m_PreviousPriority) { - VolumeManager.instance.SetLayerDirty(layer); + VolumeManager.instance.SetLayerDirty(gameObject.layer); m_PreviousPriority = priority; } } + internal void UpdateLayer() + { + int layer = gameObject.layer; + if (layer != m_PreviousLayer) + { + VolumeManager.instance.UpdateVolumeLayer(this, m_PreviousLayer, layer); + m_PreviousLayer = layer; + } + } + #if UNITY_EDITOR // TODO: Look into a better volume previsualization system List m_TempColliders; diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs index 6d0dad29a1a..37288fbb311 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeComponent.cs @@ -209,5 +209,19 @@ public override int GetHashCode() return hash; } } + + /// + /// Unity calls this method before the object is destroyed. + /// + protected virtual void OnDestroy() => Release(); + + /// + /// Releases all the allocated resources. + /// + public void Release() + { + for (int i = 0; i < parameters.Count; i++) + parameters[i].Release(); + } } } diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs index 4b81d97404e..b4ec89a87ca 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeManager.cs @@ -65,6 +65,7 @@ public sealed class VolumeManager ReloadBaseTypes(); stack = CreateStack(); + } /// @@ -291,7 +292,7 @@ public void Update(Transform trigger, LayerMask layerMask) /// The LayerMask that Unity uses to filter Volumes that it should consider /// for blending. /// - public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask) + public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask, uint renderingLayerMask = uint.MaxValue) { Assert.IsNotNull(stack); @@ -327,6 +328,12 @@ public void Update(VolumeStack stack, Transform trigger, LayerMask layerMask) continue; #endif + // (ASG) Skip if the volume is not set to affect this render layer. + if ((renderingLayerMask & (uint)volume.affectsRenderLayers) == 0) + { + continue; + } + // Skip disabled volumes and volumes without any data or weight if (!volume.enabled || volume.profileRef == null || volume.weight <= 0f) continue; diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs index 84d334c5b08..074e00306ee 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeParameter.cs @@ -103,6 +103,11 @@ public static bool IsObjectParameter(Type type) return type.BaseType != null && IsObjectParameter(type.BaseType); } + + /// + /// Override this method to free all allocated resources + /// + public virtual void Release() {} } /// @@ -229,7 +234,7 @@ public override int GetHashCode() int hash = 17; hash = hash * 23 + overrideState.GetHashCode(); - if (!ReferenceEquals(value, null)) + if (!EqualityComparer.Default.Equals(value, default)) // Catches null for references with boxing of value types hash = hash * 23 + value.GetHashCode(); return hash; diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs index 9b354b47598..a687a86fb4d 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeProfile.cs @@ -279,5 +279,36 @@ public bool TryGetAllSubclassOf(Type type, List result) return count != result.Count; } + + + /// + /// A custom hashing function that Unity uses to compare the state of parameters. + /// + /// A computed hash code for the current instance. + public override int GetHashCode() + { + unchecked + { + int hash = 17; + + for (int i = 0; i < components.Count; i++) + hash = hash * 23 + components[i].GetHashCode(); + + return hash; + } + } + + internal int GetComponentListHashCode() + { + unchecked + { + int hash = 17; + + for (int i = 0; i < components.Count; i++) + hash = hash * 23 + components[i].GetType().GetHashCode(); + + return hash; + } + } } } diff --git a/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs b/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs index 86f9508f8ee..8209e1d08a4 100644 --- a/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs +++ b/com.unity.render-pipelines.core/Runtime/Volume/VolumeStack.cs @@ -12,7 +12,7 @@ namespace UnityEngine.Rendering public sealed class VolumeStack : IDisposable { // Holds the state of _all_ component types you can possibly add on volumes - internal Dictionary components; + public Dictionary components; internal VolumeStack() { diff --git a/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl index 21149e7cb7a..f37502a6485 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/ACES.hlsl @@ -315,7 +315,13 @@ half rgb_2_yc(half3 rgb) half r = rgb.x; half g = rgb.y; half b = rgb.z; - half chroma = sqrt(b * (b - g) + g * (g - r) + r * (r - b)); + half k = b * (b - g) + g * (g - r) + r * (r - b); + k = max(k, 0.0h); // Clamp to avoid precision issue causing k < 0, making sqrt(k) undefined +#if defined(SHADER_API_SWITCH) + half chroma = k == 0.0 ? 0.0 : sqrt(k); // Fix NaN on Nintendo Switch (should not happen in theory). +#else + half chroma = sqrt(k); +#endif return (b + g + r + ycRadiusWeight * chroma) / 3.0; } diff --git a/com.unity.render-pipelines.core/ShaderLibrary/API/GLES2.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/API/GLES2.hlsl index 0d6f69c4f62..ef4c3b1616e 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/API/GLES2.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/API/GLES2.hlsl @@ -26,7 +26,7 @@ #define uint int -#define rcp(x) 1.0 / x +#define rcp(x) 1.0 / (x) #define ddx_fine ddx #define ddy_fine ddy #define asfloat diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl index de5a4c35019..ad9c5b292b4 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl @@ -538,7 +538,11 @@ real3 GetLutStripValue(float2 uv, float4 params) // Neutral tonemapping (Hable/Hejl/Frostbite) // Input is linear RGB +#if defined(SHADER_API_SWITCH) // We need more accuracy on Nintendo Switch to avoid NaN on extremely high values. +float3 NeutralCurve(float3 x, real a, real b, real c, real d, real e, real f) +#else real3 NeutralCurve(real3 x, real a, real b, real c, real d, real e, real f) +#endif { return ((x * (a * x + c * b) + d * e) / (x * (a * x + b) + d * f)) - e / f; } @@ -659,6 +663,15 @@ float3 AcesTonemap(float3 aces) // Luminance fitting of *RRT.a1.0.3 + ODT.Academy.RGBmonitor_100nits_dim.a1.0.3*. // https://github.com/colour-science/colour-unity/blob/master/Assets/Colour/Notebooks/CIECAM02_Unity.ipynb // RMSE: 0.0012846272106 +#if defined(SHADER_API_SWITCH) // Fix floating point overflow on extremely large values. + const float a = 2.785085 * 0.01; + const float b = 0.107772 * 0.01; + const float c = 2.936045 * 0.01; + const float d = 0.887122 * 0.01; + const float e = 0.806889 * 0.01; + float3 x = acescg; + float3 rgbPost = ((a * x + b)) / ((c * x + d) + e/(x + FLT_MIN)); +#else const float a = 2.785085; const float b = 0.107772; const float c = 2.936045; @@ -666,6 +679,7 @@ float3 AcesTonemap(float3 aces) const float e = 0.806889; float3 x = acescg; float3 rgbPost = (x * (a * x + b)) / (x * (c * x + d) + e); +#endif // Scale luminance to linear code value // float3 linearCV = Y_2_linCV(rgbPost, CINEMA_WHITE, CINEMA_BLACK); diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl index 52c4e5392b6..60449601be5 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl @@ -499,6 +499,51 @@ uint FastLog2(uint x) // Note: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509636(v=vs.85).aspx pow(0, >0) == 0 TEMPLATE_2_REAL(PositivePow, base, power, return pow(abs(base), power)) +// SafePositivePow: Same as pow(x,y) but considers x always positive and never exactly 0 such that +// SafePositivePow(0,y) will numerically converge to 1 as y -> 0, including SafePositivePow(0,0) returning 1. +// +// First, like PositivePow, SafePositivePow removes this warning for when you know the x value is positive or 0 and you know +// you avoid a NaN: +// ie you know that x == 0 and y > 0, such that pow(x,y) == pow(0, >0) == 0 +// SafePositivePow(0, y) will however return close to 1 as y -> 0, see below. +// +// Also, pow(x,y) is most probably approximated as exp2(log2(x) * y), so pow(0,0) will give exp2(-inf * 0) == exp2(NaN) == NaN. +// +// SafePositivePow avoids NaN in allowing SafePositivePow(x,y) where (x,y) == (0,y) for any y including 0 by clamping x to a +// minimum of FLT_EPS. The consequences are: +// +// -As a replacement for pow(0,y) where y >= 1, the result of SafePositivePow(x,y) should be close enough to 0. +// -For cases where we substitute for pow(0,y) where 0 < y < 1, SafePositivePow(x,y) will quickly reach 1 as y -> 0, while +// normally pow(0,y) would give 0 instead of 1 for all 0 < y. +// eg: if we #define FLT_EPS 5.960464478e-8 (for fp32), +// SafePositivePow(0, 0.1) = 0.1894646 +// SafePositivePow(0, 0.01) = 0.8467453 +// SafePositivePow(0, 0.001) = 0.9835021 +// +// Depending on the intended usage of pow(), this difference in behavior might be a moot point since: +// 1) by leaving "y" free to get to 0, we get a NaNs +// 2) the behavior of SafePositivePow() has more continuity when both x and y get closer together to 0, since +// when x is assured to be positive non-zero, pow(x,x) -> 1 as x -> 0. +// +// TL;DR: SafePositivePow(x,y) avoids NaN and is safe for positive (x,y) including (x,y) == (0,0), +// but SafePositivePow(0, y) will return close to 1 as y -> 0, instead of 0, so watch out +// for behavior depending on pow(0, y) giving always 0, especially for 0 < y < 1. +// +// Ref: https://msdn.microsoft.com/en-us/library/windows/desktop/bb509636(v=vs.85).aspx +TEMPLATE_2_REAL(SafePositivePow, base, power, return pow(max(abs(base), real(REAL_EPS)), power)) + +// Helpers for making shadergraph functions consider precision spec through the same $precision token used for variable types +TEMPLATE_2_FLT(SafePositivePow_float, base, power, return pow(max(abs(base), float(FLT_EPS)), power)) +TEMPLATE_2_HALF(SafePositivePow_half, base, power, return pow(max(abs(base), half(HALF_EPS)), power)) + +float Eps_float() { return FLT_EPS; } +float Min_float() { return FLT_MIN; } +float Max_float() { return FLT_MAX; } +half Eps_half() { return HALF_EPS; } +half Min_half() { return HALF_MIN; } +half Max_half() { return HALF_MAX; } + + // Composes a floating point value with the magnitude of 'x' and the sign of 's'. // See the comment about FastSign() below. float CopySign(float x, float s, bool ignoreNegZero = true) @@ -1097,7 +1142,7 @@ float4 GetQuadVertexPosition(uint vertexID, float z = UNITY_NEAR_CLIP_VALUE) return float4(x, y, z, 1.0); } -#if !defined(SHADER_API_GLES) +#if !defined(SHADER_API_GLES) && !defined(SHADER_STAGE_RAY_TRACING) // LOD dithering transition helper // LOD0 must use this function with ditherFactor 1..0 diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl index 105bac1171f..2515a0a00ca 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Debug.hlsl @@ -276,4 +276,104 @@ real3 GetColorCodeFunction(real value, real4 threshold) return outColor; } +// Maps a value within the range to the range of colors in a heatmap. +// 3 color bands: Red, Black, Green +half4 HeatMapColorRedBlackGreen(half value, half minValue, half maxValue) +{ + #define HEATMAP_COLORS_COUNT 3 + half4 colors[HEATMAP_COLORS_COUNT] = + { + // min value of the range + //half4(0.32, 0.00, 0.32, 1.00), + //half4(0.00, 0.00, 1.00, 1.00), + //half4(0.00, 1.00, 0.00, 1.00), + //half4(1.00, 1.00, 0.00, 1.00), + //half4(1.00, 0.60, 0.00, 1.00), + //half4(1.00, 0.00, 0.00, 1.00), + half4(1, 0, 0, 1), + half4(0, 0, 0, 1), + half4(0, 1, 0, 1) + // max value of the range + }; + half ratio=(HEATMAP_COLORS_COUNT-1.0)*saturate((value-minValue)/(maxValue-minValue)); + half indexMin=floor(ratio); + half indexMax=min(indexMin+1,HEATMAP_COLORS_COUNT-1); + + return lerp(colors[indexMin], colors[indexMax], ratio-indexMin); +} + +// Maps a value within the range to the range of colors in a heatmap. +// 3 color bands: Red, Black, White +half4 HeatMapColorRedBlackWhite(half value, half minValue, half maxValue) +{ + #define HEATMAP_COLORS_COUNT 3 + half4 colors[HEATMAP_COLORS_COUNT] = + { + // min value of the range + //half4(0.32, 0.00, 0.32, 1.00), + //half4(0.00, 0.00, 1.00, 1.00), + //half4(0.00, 1.00, 0.00, 1.00), + //half4(1.00, 1.00, 0.00, 1.00), + //half4(1.00, 0.60, 0.00, 1.00), + //half4(1.00, 0.00, 0.00, 1.00), + half4(1, 0, 0, 1), + half4(0, 0, 0, 1), + half4(1, 1, 1, 1) + // max value of the range + }; + half ratio=(HEATMAP_COLORS_COUNT-1.0)*saturate((value-minValue)/(maxValue-minValue)); + half indexMin=floor(ratio); + half indexMax=min(indexMin+1,HEATMAP_COLORS_COUNT-1); + + return lerp(colors[indexMin], colors[indexMax], ratio-indexMin); +} + +// Maps a value within the range to the range of colors in a heatmap. +// 2 color bands: Red, Black, White +half4 HeatMapColorBlackWhite(half value, half minValue, half maxValue) +{ + #define HEATMAP_COLORS_COUNT 2 + half4 colors[HEATMAP_COLORS_COUNT] = + { + // min value of the range + //half4(0.32, 0.00, 0.32, 1.00), + //half4(0.00, 0.00, 1.00, 1.00), + //half4(0.00, 1.00, 0.00, 1.00), + //half4(1.00, 1.00, 0.00, 1.00), + //half4(1.00, 0.60, 0.00, 1.00), + //half4(1.00, 0.00, 0.00, 1.00), + half4(0, 0, 0, 1), + half4(1, 1, 1, 1) + // max value of the range + }; + half ratio=(HEATMAP_COLORS_COUNT-1.0)*saturate((value-minValue)/(maxValue-minValue)); + half indexMin=floor(ratio); + half indexMax=min(indexMin+1,HEATMAP_COLORS_COUNT-1); + + return lerp(colors[indexMin], colors[indexMax], ratio-indexMin); +} + +// Maps a value within the range to the range of colors in a heatmap. +// 6 color bands +half4 HeatMapColorMulticolor(half value, half minValue, half maxValue) +{ + #define HEATMAP_COLORS_COUNT 6 + half4 colors[HEATMAP_COLORS_COUNT] = + { + // min value of the range + half4(0.32, 0.00, 0.32, 1.00), + half4(0.00, 0.00, 1.00, 1.00), + half4(0.00, 1.00, 0.00, 1.00), + half4(1.00, 1.00, 0.00, 1.00), + half4(1.00, 0.60, 0.00, 1.00), + half4(1.00, 0.00, 0.00, 1.00), + // max value of the range + }; + half ratio=(HEATMAP_COLORS_COUNT-1.0)*saturate((value-minValue)/(maxValue-minValue)); + half indexMin=floor(ratio); + half indexMax=min(indexMin+1,HEATMAP_COLORS_COUNT-1); + + return lerp(colors[indexMin], colors[indexMax], ratio-indexMin); +} + #endif // UNITY_DEBUG_INCLUDED diff --git a/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl index 8ae09c37a22..406fa64810a 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl @@ -8,6 +8,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" #ifndef UNITY_SPECCUBE_LOD_STEPS + // This is actuall the last mip index, we generate 7 mips of convolution #define UNITY_SPECCUBE_LOD_STEPS 6 #endif diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl index 19e38f62cbb..603622e8f7a 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl @@ -177,8 +177,16 @@ real3 UnpackNormalAG(real4 packedNormal, real scale = 1.0) { real3 normal; normal.xy = packedNormal.ag * 2.0 - 1.0; - normal.xy *= scale; normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy))); + + // must scale after reconstruction of normal.z which also + // mirrors UnpackNormalRGB(). This does imply normal is not returned + // as a unit length vector but doesn't need it since it will get normalized after TBN transformation. + // If we ever need to blend contributions with built-in shaders for URP + // then we should consider using UnpackDerivativeNormalAG() instead like + // HDRP does since derivatives do not use renormalization and unlike tangent space + // normals allow you to blend, accumulate and scale contributions correctly. + normal.xy *= scale; return normal; } diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl index 43280100c26..507635aaffe 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Shadow/ShadowSamplingTent.hlsl @@ -1,3 +1,5 @@ +#ifndef SHADOW_SAMPLING_TENT_INCLUDED +#define SHADOW_SAMPLING_TENT_INCLUDED // ------------------------------------------------------------------ // PCF Filtering Tent Functions // ------------------------------------------------------------------ @@ -242,3 +244,4 @@ void SampleShadow_ComputeSamples_Tent_7x7(real4 shadowMapTexture_TexelSize, real fetchesWeights[14] = fetchesWeightsU.z * fetchesWeightsV.w; fetchesWeights[15] = fetchesWeightsU.w * fetchesWeightsV.w; } +#endif diff --git a/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl index bc8762f4c0f..d1c09a9e321 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl @@ -86,48 +86,73 @@ float4 TransformWViewToHClip(float3 positionVS) return mul(GetViewToHClipMatrix(), float4(positionVS, 1.0)); } -real3 TransformObjectToWorldDir(real3 dirOS) +// Normalize to support uniform scaling +float3 TransformObjectToWorldDir(float3 dirOS, bool doNormalize = true) { - // Normalize to support uniform scaling - return SafeNormalize(mul((real3x3)GetObjectToWorldMatrix(), dirOS)); + float3 dirWS = mul((float3x3)GetObjectToWorldMatrix(), dirOS); + if (doNormalize) + return SafeNormalize(dirWS); + + return dirWS; } -real3 TransformWorldToObjectDir(real3 dirWS) +// Normalize to support uniform scaling +float3 TransformWorldToObjectDir(float3 dirWS, bool doNormalize = true) { - // Normalize to support uniform scaling - return normalize(mul((real3x3)GetWorldToObjectMatrix(), dirWS)); + float3 dirOS = mul((float3x3)GetWorldToObjectMatrix(), dirWS); + if (doNormalize) + return normalize(dirOS); + + return dirOS; } -real3 TransformWorldToViewDir(real3 dirWS) +// Tranforms vector from world space to view space +real3 TransformWorldToViewDir(real3 dirWS, bool doNormalize = false) { - return mul((real3x3)GetWorldToViewMatrix(), dirWS).xyz; + float3 dirVS = mul((real3x3)GetWorldToViewMatrix(), dirWS).xyz; + if (doNormalize) + return normalize(dirVS); + + return dirVS; } // Tranforms vector from world space to homogenous space -real3 TransformWorldToHClipDir(real3 directionWS) +real3 TransformWorldToHClipDir(real3 directionWS, bool doNormalize = false) { - return mul((real3x3)GetWorldToHClipMatrix(), directionWS); + float3 dirHCS = mul((real3x3)GetWorldToHClipMatrix(), directionWS).xyz; + if (doNormalize) + return normalize(dirHCS); + + return dirHCS; } // Transforms normal from object to world space -float3 TransformObjectToWorldNormal(float3 normalOS) +float3 TransformObjectToWorldNormal(float3 normalOS, bool doNormalize = true) { #ifdef UNITY_ASSUME_UNIFORM_SCALING - return TransformObjectToWorldDir(normalOS); + return TransformObjectToWorldDir(normalOS, doNormalize); #else // Normal need to be multiply by inverse transpose - return SafeNormalize(mul(normalOS, (float3x3)GetWorldToObjectMatrix())); + float3 normalWS = mul(normalOS, (float3x3)GetWorldToObjectMatrix()); + if (doNormalize) + return SafeNormalize(normalWS); + + return normalWS; #endif } // Transforms normal from world to object space -float3 TransformWorldToObjectNormal(float3 normalWS) +float3 TransformWorldToObjectNormal(float3 normalWS, bool doNormalize = true) { #ifdef UNITY_ASSUME_UNIFORM_SCALING - return TransformWorldToObjectDir(normalWS); + return TransformWorldToObjectDir(normalWS, doNormalize); #else // Normal need to be multiply by inverse transpose - return SafeNormalize(mul(normalWS, (float3x3)GetObjectToWorldMatrix())); + float3 normalOS = mul(normalWS, (float3x3)GetObjectToWorldMatrix()); + if (doNormalize) + return SafeNormalize(normalOS); + + return normalOS; #endif } @@ -146,41 +171,48 @@ real3 TransformTangentToWorld(real3 dirTS, real3x3 tangentToWorld) return mul(dirTS, tangentToWorld); } +// This function does the exact inverse of TransformTangentToWorld() and is +// also decribed within comments in mikktspace.h and it follows implicitly +// from the scalar triple product (google it). real3 TransformWorldToTangent(real3 dirWS, real3x3 tangentToWorld) { // Note matrix is in row major convention with left multiplication as it is build on the fly float3 row0 = tangentToWorld[0]; - float3 row1 = tangentToWorld[1]; - float3 row2 = tangentToWorld[2]; - - // these are the columns of the inverse matrix but scaled by the determinant - float3 col0 = cross(row1, row2); - float3 col1 = cross(row2, row0); - float3 col2 = cross(row0, row1); - - float determinant = dot(row0, col0); - float sgn = determinant<0.0 ? (-1.0) : 1.0; - - // inverse transposed but scaled by determinant - real3x3 matTBN_I_T = real3x3(col0, col1, col2); - - // remove transpose part by using matrix as the first arg in mul() - // this makes it the exact inverse of what TransformTangentToWorld() does. - return SafeNormalize( sgn * mul(matTBN_I_T, dirWS) ); + float3 row1 = tangentToWorld[1]; + float3 row2 = tangentToWorld[2]; + + // these are the columns of the inverse matrix but scaled by the determinant + float3 col0 = cross(row1, row2); + float3 col1 = cross(row2, row0); + float3 col2 = cross(row0, row1); + + float determinant = dot(row0, col0); + float sgn = determinant<0.0 ? (-1.0) : 1.0; + + // inverse transposed but scaled by determinant + // Will remove transpose part by using matrix as the first arg in the mul() below + // this makes it the exact inverse of what TransformTangentToWorld() does. + real3x3 matTBN_I_T = real3x3(col0, col1, col2); + + return SafeNormalize( sgn * mul(matTBN_I_T, dirWS) ); } real3 TransformTangentToObject(real3 dirTS, real3x3 tangentToWorld) { // Note matrix is in row major convention with left multiplication as it is build on the fly - real3 normalWS = TransformTangentToWorld(dirTS, tangentToWorld); - return TransformWorldToObjectNormal(normalWS); + real3 normalWS = TransformTangentToWorld(dirTS, tangentToWorld); + return TransformWorldToObjectNormal(normalWS); } real3 TransformObjectToTangent(real3 dirOS, real3x3 tangentToWorld) { // Note matrix is in row major convention with left multiplication as it is build on the fly - float3 normalWS = TransformObjectToWorldNormal(dirOS); - return TransformWorldToTangent(normalWS, tangentToWorld); + + // don't normalize, as normalWS will be normalized after TransformWorldToTangent + float3 normalWS = TransformObjectToWorldNormal(dirOS, false); + + // transform from world to tangent + return TransformWorldToTangent(normalWS, tangentToWorld); } #endif diff --git a/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl b/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl index 5890d71bff6..00807d67a11 100644 --- a/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl +++ b/com.unity.render-pipelines.core/ShaderLibrary/Version.hlsl @@ -1,5 +1,5 @@ #define SHADER_LIBRARY_VERSION_MAJOR 8 -#define SHADER_LIBRARY_VERSION_MINOR 0 +#define SHADER_LIBRARY_VERSION_MINOR 3 #define VERSION_GREATER_EQUAL(major, minor) ((SHADER_LIBRARY_VERSION_MAJOR > major) || ((SHADER_LIBRARY_VERSION_MAJOR == major) && (SHADER_LIBRARY_VERSION_MINOR >= minor))) #define VERSION_LOWER(major, minor) ((SHADER_LIBRARY_VERSION_MAJOR < major) || ((SHADER_LIBRARY_VERSION_MAJOR == major) && (SHADER_LIBRARY_VERSION_MINOR < minor))) diff --git a/com.unity.render-pipelines.core/package.json b/com.unity.render-pipelines.core/package.json index 839dd28bb09..6dec3990646 100644 --- a/com.unity.render-pipelines.core/package.json +++ b/com.unity.render-pipelines.core/package.json @@ -1,9 +1,9 @@ { "name": "com.unity.render-pipelines.core", - "description": "Helper library for SRP that contains a new Shader Library, and utility functions that can be used to implement a custom SRP. This library is currently used by both the High Definition Render Pipeline and the Universal Render Pipeline.", - "version": "8.0.0", + "description": "SRP Core makes it easier to create or customize a Scriptable Render Pipeline (SRP). SRP Core contains reusable code, including boilerplate code for working with platform-specific graphics APIs, utility functions for common rendering operations, and shader libraries. The code in SRP Core is use by the High Definition Render Pipeline (HDRP) and Universal Render Pipeline (URP). If you are creating a custom SRP from scratch or customizing a prebuilt SRP, using SRP Core will save you time.", + "version": "8.3.0", "unity": "2020.1", - "unityRelease": "0a23", + "unityRelease": "0b15", "displayName": "Core RP Library", "dependencies": { "com.unity.ugui" : "1.0.0" diff --git a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md index 918d331897d..95992e47aca 100644 --- a/com.unity.render-pipelines.high-definition-config/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition-config/CHANGELOG.md @@ -4,7 +4,27 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] +## [8.3.0] - 2020-07-23 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.2.0] - 2020-07-08 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.1.0] - 2020-04-21 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.0.1] - 2020-02-25 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.0.0] - 2020-02-25 Version Updated The version number for this package has increased due to a version update of a related graphics package. diff --git a/com.unity.render-pipelines.high-definition-config/package.json b/com.unity.render-pipelines.high-definition-config/package.json index e91867a509d..82444786aee 100644 --- a/com.unity.render-pipelines.high-definition-config/package.json +++ b/com.unity.render-pipelines.high-definition-config/package.json @@ -1,11 +1,11 @@ { "name": "com.unity.render-pipelines.high-definition-config", "description": "Configuration files for the High Definition Render Pipeline.", - "version": "8.0.0", + "version": "8.3.0", "unity": "2020.1", - "unityRelease": "0a23", + "unityRelease": "0b15", "displayName": "High Definition RP Config", "dependencies": { - "com.unity.render-pipelines.core": "8.0.0" + "com.unity.render-pipelines.core": "8.2.0" } } diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index ad4590227f9..b90c78e2dd2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -1,46 +1,262 @@ -# Changelog +# Changelog All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] +## [8.3.0] - 2020-07-23 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.2.0] - 2020-07-08 + +### Added +- Added a function (HDRenderPipeline.ResetRTHandleReferenceSize) to reset the reference size of RTHandle systems. +- Added support for AxF measurements importing into texture resources tilings. +- Added Layer parameter on Area Light to modify Layer of generated Emissive Mesh +- Added support for multiple mapping modes in AxF. +- Add support of lightlayers on indirect lighting controller + +### Fixed +- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047). +- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated. +- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph). +- Fixed a bug where not all entries were generated for the Attributes Struct in Shader Graph shaders. (case 1250275) +- VFX: Removed irrelevant queues in render queue selection from HDRP outputs +- VFX: Motion Vector are correctly renderered with MSAA [Case 1240754](https://issuetracker.unity3d.com/product/unity/issues/guid/1240754/) +- Fixed shadowmask UI now correctly showing shadowmask disable +- Fixed the indirect diffuse texture not being ignored when it should (ray tracing disabled). +- Fixed a performance issue with stochastic ray traced area shadows. +- Made more explicit the warning about raytracing and asynchronous compute. Also fixed the condition in which it appears. +- Fixed a null ref exception in static sky when the default volume profile is invalid. +- Fixed flickering of the game/scene view when lookdev is running. +- Fixed some GCAlloc in the debug window. +- Removed logic in the UI to disable parameters for contact shadows and fog volume components as it was going against the concept of the volume system. +- Fixed over consumption of GPU memory by the Physically Based Sky. +- Put more information in Camera background type tooltip and fixed inconsistent exposure behavior when changing bg type. +- Fixed an issue where asset preview could be rendered white because of static lighting sky. +- Fixed an issue where static lighting was not updated when removing the static lighting sky profile. +- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. +- Fixed depth prepass and postpass being disabled after changing the shader in the material UI. +- Fix an issue in reading the gbuffer for ray traced subsurface scattering (case 1248358). +- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window. +- Fixed an issue where manipulating the color wheels in a volume component would reset the cursor every time. +- Fixed an issue where static sky lighting would not be updated for a new scene until it's reloaded at least once. +- Fixed missing include guards in shadow hlsl files. +- Fixed issue with light layers bigger than 8 (and above the supported range). +- Fixed an issue where decals were duplicated in prefab isolation mode. +- Fixed the valid TRS test failing due to variable not being initialized to the identity matrix in RTShadows (1220600). +- Fixed cookie texture not updated when changing an import settings (srgb for example). +- Fixed transparent motion vectors not working when in MSAA. +- Fixed an invalid rotation in Planar Reflection Probe editor display, that was causing an error message (case 1182022) +- Fix conflicts with Handles manipulation when performing a Reset in DecalComponent (case 1238833) +- Fix error when removing DecalProjector from component contextual menu (case 1243960) +- Fixed issue when switching back to custom sensor type in physical camera settings (case 1244350). +- Fixed the prefab integration of custom passes (Prefab Override Highlight not working as expected). +- Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene. +- Fixed issue with sceneview camera settings not being saved after Editor restart. +- Fixed issue that caused not all baked reflection to be deleted upon clicking "Clear Baked Data" in the lighting menu (case 1136080) +- Fixed the light overlap scene view draw mode (wasn't working at all). +- Fixed error when undo a Reflection Probe removal in a prefab instance. (case 1244047) +- Fixed various multi-editing issues when changing Emission parameters. +- Fixed issue that prevented cubemap thumbnails from rendering (only on D3D11 and Metal). +- Fixed Microshadow not working correctly in deferred with LightLayers +- Tentative fix for missing include in depth of field shaders. +- Fixed Wizard check on default volume profile to also check it is not the default one in package. +- Fixed light layers not correctly disabled when the lightlayers is set to Nothing and Lightlayers isn't enabled in HDRP Asset +- Fixed AxF handling of roughness for Blinn-Phong type materials +- Fixed AxF UI errors when surface type is switched to transparent +- Fixed a bug where connections to the `Normal` slot on *Stack Lit Master* node would be lost when changing normal space. +- Fix issue that caused sky to incorrectly render when using a custom projection matrix. +- Fixed issue with completely black AO on double sided materials when normal mode is set to None. +- Fixed issue with culling layer mask of area light's emissive mesh +- Fixed UI drawing of the quaternion (1251235) +- The `CustomPassLoadCameraColor` and `CustomPassSampleCameraColor` functions now returns the correct color buffer when used in after post process instead of the color pyramid (which didn't had post processes). +- Fixed for area light not updating baked light result when modifying with gizmo. +- Fixed issue with white flash when enabling SSR. +- Fix inconsistencies with transparent motion vectors and opaque by allowing camera only transparent motion vectors. +- Fixed issue with depth pyramid generation and dynamic resolution. +- Fixed a serialization issue, preventing quality level parameters to undo/redo and update scene view on change. +- Fixed an issue where opening the look dev window with the light theme would make the window blink and eventually crash unity. +- Fixed culling for decals when used in prefabs and edited in context. +- Fixed XR single-pass macros in tessellation shaders. +- Fixed regression where moving face of the probe gizmo was not moving its position anymore. + +### Changed +- Shadowmask and realtime reflection probe property are hide in Quality settings +- Made the StaticLightingSky class public so that users can change it by script for baking purpose. +- Changed default exposure compensation to 0. +- Improved performance of reflection probe management when using a lot of probes. +- MSAA Within Forward Frame Setting is now enabled by default on Cameras when new Render Pipeline Asset is created +- Cloned volume profile from read only assets are created in the root of the project. (case 1154961) +- Lit and LayeredLit tessellation cross lod fade don't used dithering anymore between LOD but fade the tessellation height instead. Allow a smoother transition + +## [8.1.0] - 2020-04-21 + +### Added +- Add XR setting to control camera jitter for temporal effects #6259 +- Added an error message in the DrawRenderers custom pass when rendering opaque objects with an HDRP asset in DeferredOnly mode. +- Added support for specular AA from geometric curvature in AxF +- Added support for baked AO (no input for now) in AxF +- Added an info box to warn about depth test artifacts when rendering object twice in custom passes with MSAA. +- Added support for rasterized area light shadows in StackLit +- Added Light decomposition lighting debugging modes and support in AOV +- Added exposure compensation to Fixed exposure mode +- Added range attenuation for box-shaped spotlights. +- Added Min distance to contact shadows. +- Added scenes for hair and fabric and decals with material samples +- Added fabric materials and textures +- Added information for fabric materials in fabric scene + +### Fixed +- Fixed an issue where a dynamic sky changing any frame may not update the ambient probe. +- Fixed an issue where default volume would not update when switching profile. +- Fixed an issue where AO override would not override specular occlusion. +- Fixed an issue where Volume inspector might not refresh correctly in some cases. +- Fixed an issue related to the envlightdatasrt not being bound in recursive rendering. +- Fixed issue with uncached reflection probe cameras reseting the debug mode (case 1224601) +- Fixed issue with atmospheric fog turning black if a planar reflection probe is placed below ground level. (case 1226588) +- Fix when rescale probe all direction below zero (1219246) +- Fixed issue with resources being accessed before initialization process has been performed completely. +- Fixed render texture with XR +- Fixed sRGB mismatch with XR SDK +- Fixed XR single-pass with Mock HMD plugin +- Fixed XR culling with multiple cameras +- Fixed shadow cascade tooltip when using the metric mode (case 1229232) +- Focus on Decal uses the extends of the projectors +- Fixed how the area light influence volume is computed to match rasterization. +- Fixed usage of light size data that are not available at runtime. +- Fixed light type resolution when performing a reset on HDAdditionalLightData (case 1220931) +- Fixed drag area width at left of Light's intensity field in Inspector. +- Fix for issue that prevented scene from being completely saved when baked reflection probes are present and lighting is set to auto generate. +- Fixed the depth buffer copy made before custom pass after opaque and normal injection point. +- Fixed a weird behavior in the scalable settings drawing when the space becomes tiny (1212045). +- Fixed an usage of a a compute buffer not bound (1229964) +- Fixed an issue where unncessarily serialized members in StaticLightingSky component would change each time the scene is changed. +- Fix issues in the post process system with RenderTexture being invalid in some cases, causing rendering problems. +- Fixed an issue where changing the default volume profile from another inspector would not update the default volume editor. +- Fixed path validation when creating new volume profile (case 1229933) +- Fix for range compression factor for probes going negative (now clamped to positive values). +- Fixed various object leaks in HDRP. +- Fix for assertion triggering sometimes when saving a newly created lit shader graph (case 1230996) +- Fixed MSAA depth resolve when there is no motion vectors +- Fix issue causing wrong planar reflection rendering when more than one camera is present. +- Fixed culling of planar reflection probes that change position (case 1218651) +- Fixed null reference when processing lightprobe (case 1235285) +- Fix black screen in XR when HDRP package is present but not used. +- Fixed white flash happening with auto-exposure in some cases (case 1223774) +- Fixed NaN which can appear with real time reflection and inf value +- Fixed raytracing shader compilation on Metal +- Fixed an issue that was collapsing the volume components in the HDRP default settings +- Fixed warning about missing bound decal buffer +- Fixed the debug exposure mode for display sky reflection and debug view baked lighting +- Fixed shader warning on Xbox for ResolveStencilBuffer.compute. +- Fixed unneeded cookie texture allocation for cone stop lights. +- Fixed issue when toggling anything in HDRP asset that will produce an error (case 1238155) +- Fixed scalarization code for contact shadows +- Fix MaterialBalls having same guid issue +- Fix spelling and grammatical errors in material samples +- Fixed issues with scene view and transparent motion vectors. +- Pre-warm the RTHandle system to reduce the amount of memory allocations and the total memory needed at all points. +- Workaround an issue caused by GetKernelThreadGroupSizes failing to retrieve correct group size. +- Fixed transparent motion vector framesetting not sanitized. +- Fix reflection probe frame settings override +- Fixed wrong order of post process frame settings. +- Force to rebake probe with missing baked texture. (1253367) +- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow. +- Appropriately constraint blend distance of reflection probe while editing with the inspector (case 1248931) +- Fixed errors when switching area light to disk shape while an area emissive mesh was displayed. +- PBR Sky now doesn't go black when going below sea level, but it instead freezes calculation as if on the horizon. +- Fixed UI drawing of the quaternion (1251235) +- Fixed taaFrameIndex and XR tests 4052 and 4053 + +### Changed +- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. +- Renamed "Environment" to "Reflection Probes" in tile/cluster debug menu. +- Utilities namespace is obsolete, moved its content to UnityEngine.Rendering (case 1204677) +- All custom pass volumes are now executed for one injection point instead of the first one. +- Optimized PrepareLightsForGPU (cost reduced by over 25%) and PrepareGPULightData (around twice as fast now). +- Rejecting history for ray traced reflections based on a threshold evaluated on the neighborhood of the sampled history. +- Renamed "Environment" to "Reflection Probes" in tile/cluster debug menu. +- Debug exposure in debug menu have been replace to debug exposure compensation in EV100 space and is always visible. +- Cookie are now supported in lightmaper. All lights casting cookie and baked will now include cookie influence. +- Diffusion Profile and Material references in HDRP materials are now correctly exported to unity packages. Note that the diffusion profile or the material references need to be edited once before this can work properly. + +## [8.0.1] - 2020-02-25 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.0.0] - 2020-02-25 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [7.3.0] - 2020-03-11 + +### Added +- Added the exposure sliders to the planar reflection probe preview +- Added a warning and workaround instructions that appear when you enable XR single-pass after the first frame with the XR SDK. +- Added an "enable" toggle to the SSR volume component. + +### Fixed +- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version. +- Fix player build DX12 +- Fix issue with AO being misaligned when multiple view are visible. +- Fix issue that caused the clamp of camera rotation motion for motion blur to be ineffective. +- Fixed culling of lights with XR SDK +- Fixed memory stomp in shadow caching code, leading to overflow of Shadow request array and runtime errors. +- Fixed an issue related to transparent objects reading the ray traced indirect diffuse buffer +- Fixed an issue with filtering ray traced area lights when the intensity is high or there is an exposure. +- Fixed ill-formed include path in Depth Of Field shader. +- Fixed a bug in semi-transparent shadows (object further than the light casting shadows) +- Fix state enabled of default volume profile when in package. +- Fixed removal of MeshRenderer and MeshFilter on adding Light component. +- Fixed a bug in debug light volumes. +- Fixed the culling was not disposed error in build log. +- Fixed an issue where fog sky color mode could sample NaNs in the sky cubemap. +- Fixed a leak in the PBR sky renderer. +- Added a tooltip to the Ambient Mode parameter in the Visual Envionment volume component. +- Static lighting sky now takes the default volume into account (this fixes discrepancies between baked and realtime lighting). +- Fixed a leak in the sky system. +- Hide reflection probes in the renderer components. +- Removed MSAA Buffers allocation when lit shader mode is set to "deferred only". +- Fixed invalid cast for realtime reflection probes (case 1220504) +- Fixed invalid game view rendering when disabling all cameras in the scene (case 1105163) +- Fixed infinite reload loop while displaying Light's Shadow's Link Light Layer in Inspector of Prefab Asset. +- Fixed the cookie atlas size and planar atlas size being too big after an upgrade of the HDRP asset. +- Fixed alpha clipping test (comparison was '>', now '>=') +- Fixed preview camera (eg. shader graph preview) when path tracing is on +- Fixed DXR player build +- Fixed compilation issue with linux vulkan and raytrace shader +- Fixed the HDRP asset migration code not being called after an upgrade of the package +- Fixed draw renderers custom pass out of bound exception +- Fixed an issue with emissive light meshes not being in the RAS. +- Fixed a warning due to StaticLightingSky when reloading domain in some cases. +- Fixed the MaxLightCount being displayed when the light volume debug menu is on ColorAndEdge. +- Fix an exception in case two LOD levels are using the same mesh renderer. +- Fixed error in the console when switching shader to decal in the material UI. +- Fixed z-fighting in scene view when scene lighting is off (case 1203927) +- Fixed some typos in debug menu (case 1224594) +- Fixed an issue with refraction model and ray traced recursive rendering (case 1198578). +- Fixed cubemap thumbnail generation at project load time. +- Half fixed shuriken particle light that cast shadows (only the first one will be correct) +- Fixed an issue with the specularFGD term being used when the material has a clear coat (lit shader). + +### Changed +- Renamed the cubemap used for diffuse convolution to a more explicit name for the memory profiler. +- Light dimmer can now get values higher than one and was renamed to multiplier in the UI. +- Removed info box requesting volume component for Visual Environment and updated the documentation with the relevant information. +- Add range-based clipping to box lights (case 1178780) +- Improve area light culling (case 1085873) +- Light Hierarchy debug mode can now adjust Debug Exposure for visualizing high exposure scenes. +- Changed the diffusion profile warning on the material to an info and changed the message to be more precise. + +## [7.2.0] - 2020-02-10 ### Added -- Ray tracing support for VR single-pass -- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value -- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. -- Add check in wizard on SRP Batcher enabled. -- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. -- Added custom pass fade radius -- Added after post process injection point for custom passes -- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. -- Added falloff distance on Reflection Probe and Planar Reflection Probe -- Added Backplate projection from the HDRISky -- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting -- Added hability to name LightLayers in HDRenderPipelineAsset -- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. -- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. -- Added non temporal version of SSAO. -- Added more detailed ray tracing stats in the debug window -- Added Disc area light (bake only) -- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. -- Added XR single-pass setting into HDRP asset -- Added a penumbra tint option for lights -- Added support for depth copy with XR SDK -- Added debug setting to Render Pipeline Debug Window to list the active XR views -- Added an option to filter the result of the volumetric lighting (off by default). -- Added a transmission multiplier for directional lights -- Added XR single-pass test mode to Render Pipeline Debug Window -- Added debug setting to Render Pipeline Window to list the active XR views -- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values -- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. -- Added HDRPCameraBinder property binder for Visual Effect Graph -- Added "Celestial Body" controls to the Directional Light -- Added new parameters to the Physically Based Sky -- Added Reflections to the DXR Wizard - Added the possibility to have ray traced colored and semi-transparent shadows on directional lights. -- Added a check in the custom post process template to throw an error if the default shader is not found. - Exposed the debug overlay ratio in the debug menu. - Added a separate frame settings for tonemapping alongside color grading. - Added the receive fog option in the material UI for ShaderGraphs. @@ -49,7 +265,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added Contrast Adaptive Sharpen (CAS) Upscaling effect. - Added APIs to update probe settings at runtime. - Added documentation for the rayTracingSupported method in HDRP -- Added user-selectable format for the post processing passes. +- Added user-selectable format for the post processing passes. - Added support for alpha channel in some post-processing passes (DoF, TAA, Uber). - Added warnings in FrameSettings inspector when using DXR and atempting to use Asynchronous Execution. - Exposed Stencil bits that can be used by the user. @@ -62,7 +278,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added the alpha clip enabled toggle to the material UI for all HDRP shader graphs. - Added Material Samples to explain how to use the lit shader features - Added an initial implementation of ray traced sub surface scattering -- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. +- Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. - Added support for Smoothness Fade start work when enabling ray traced reflections. - Added Contact shadow, Micro shadows and Screen space refraction API documentation. - Added script documentation for SSR, SSAO (ray tracing), GI, Light Cluster, RayTracingSettings, Ray Counters, etc. @@ -72,223 +288,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. ### Fixed - Update documentation of HDRISky-Backplate, precise how to have Ambient Occlusion on the Backplate -- Sorting, undo, labels, layout in the Lighting Explorer. -- Fixed sky settings and materials in Shader Graph Samples package -- Fix/workaround a probable graphics driver bug in the GTAO shader. -- Fixed Hair and PBR shader graphs double sided modes -- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. -- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) -- Fix a potential NaN source with iridescence (case 1183216) -- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) -- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) -- Fixed lit transparent refraction with XR single-pass rendering -- Removed extra jitter for TemporalAA in VR -- Fixed ShaderGraph time in main preview -- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) -- Fixed alpha blending in custom post process -- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. -- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. -- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame -- Fixed crash when upgrading version of HDRP -- Fixed rendering issues with material previews -- Fixed NPE when using light module in Shuriken particle systems (1173348). -- Refresh cached shadow on editor changes -- Fixed light supported units caching (1182266) -- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) -- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. -- Fixed Decal gizmo that become white after exiting play mode -- Fixed Decal pivot position to behave like a spotlight -- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras -- Fix DebugMenu FrameSettingsHistory persistency on close -- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display -- Fix DXR scene serialization in wizard -- Fixed an issue where Previews would reallocate History Buffers every frame -- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer -- Fix error first time a preview is created for planar -- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. -- Fixed issues with light explorer (cases 1183468, 1183269) -- Fix dot colors in LayeredLit material inspector -- Fix undo not resetting all value when undoing the material affectation in LayerLit material -- Fix for issue that caused gizmos to render in render textures (case 1174395) -- Fixed the light emissive mesh not updated when the light was disabled/enabled -- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property -- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project -- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). -- Fixed exposure of volumetric reprojection -- Fixed multi selection support for Scalable Settings in lights -- Fixed font shaders in test projects for VR by using a Shader Graph version -- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). -- Fixed issue with rectangular area light when seen from the back -- Fixed decals not affecting lightmap/lightprobe -- Fixed zBufferParams with XR single-pass rendering -- Fixed moving objects not rendered in custom passes -- Fixed abstract classes listed in the + menu of the custom pass list -- Fixed custom pass that was rendered in previews -- Fixed precision error in zero value normals when applying decals (case 1181639) -- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) -- Assign default volume profile when creating a new HDRP Asset -- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) -- Fixed bugs with shadow caching -- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. -- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) -- Fixed issue with decal and htile optimization -- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). -- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. -- Fixed an editor crash when multiple decal projectors were selected and some had null material -- Added all relevant fix actions to FixAll button in Wizard -- Moved FixAll button on top of the Wizard -- Fixed an issue where fog color was not pre-exposed correctly -- Fix priority order when custom passes are overlapping -- Fix cleanup not called when the custom pass GameObject is destroyed -- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. -- Fixed an issue with Realtime GI not working on upgraded projects. -- Fixed issue with screen space shadows fallback texture was not set as a texture array. -- Fixed Pyramid Lights bounding box -- Fixed terrain heightmap default/null values and epsilons -- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` -- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array -- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering -- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. -- Fixed issue causing planar probes to disappear if there is no light in the scene. -- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) -- Fixed an issue with fog volume component upgrade not working properly -- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 -- Fixed issue with AO upsampling in XR -- Fixed camera without HDAdditionalCameraData component not rendering -- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code -- Fixed prefab containing camera reloading in loop while selected in the Project view -- Fixed issue causing NaN wheh the Z scale of an object is set to 0. -- Fixed DXR shader passes attempting to render before pipeline loaded -- Fixed black ambient sky issue when importing a project after deleting Library. -- Fixed issue when upgrading a Standard transparent material (case 1186874) -- Fixed area light cookies not working properly with stack lit -- Fixed material render queue not updated when the shader is changed in the material inspector. -- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode -- Fixed compile errors for platforms with no VR support -- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) -- Fixed an issue where sky lighting might be updated uselessly -- Fixed issue preventing to allow setting decal material to none (case 1196129) -- Fixed XR multi-pass decals rendering -- Fixed several fields on Light Inspector that not supported Prefab overrides -- Fixed EOL for some files -- Fixed scene view rendering with volumetrics and XR enabled -- Fixed decals to work with multiple cameras -- Fixed optional clear of GBuffer (Was always on) -- Fixed render target clears with XR single-pass rendering -- Fixed HDRP samples file hierarchy -- Fixed Light units not matching light type -- Fixed QualitySettings panel not displaying HDRP Asset -- Fixed black reflection probes the first time loading a project -- Fixed y-flip in scene view with XR SDK -- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. -- Fixed y-flip in scene view with XR SDK -- Fixed a number of issues with Material Quality setting -- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. -- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. -- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. -- Fixed Planar reflection default viewer FOV -- Fixed flickering issues when moving the mouse in the editor with ray tracing on. -- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings -- Fixed custom fullscreen passes in VR -- Fixed camera culling masks not taken in account in custom pass volumes -- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. -- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) -- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. -- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. -- Fixed the None option when binding custom pass render targets to allow binding only depth or color. -- Fixed custom pass buffers allocation so they are not allocated if they're not used. -- Fixed the Custom Pass entry in the volume create asset menu items. -- Fixed Prefab Overrides workflow on Camera. -- Fixed alignment issue in Preset for Camera. -- Fixed alignment issue in Physical part for Camera. -- Fixed FrameSettings multi-edition. -- Fixed a bug happening when denoising multiple ray traced light shadows -- Fixed minor naming issues in ShaderGraph settings -- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives -- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) -- Fixed an issue with Metal Shader Compiler and GTAO shader for metal -- Fixed resources load issue while upgrading HDRP package. -- Fix LOD fade mask by accounting for field of view -- Fixed spot light missing from ray tracing indirect effects. -- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. -- Fixed the hash collision when creating new diffusion profile assets. -- Fixed a light leaking issue with box light casting shadows (case 1184475) -- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). -- Fixed a nullref that happens when using the Shuriken particle light module -- Fixed alignment in Wizard -- Fixed text overflow in Wizard's helpbox -- Fixed Wizard button fix all that was not automatically grab all required fixes -- Fixed VR tab for MacOS in Wizard -- Fixed local config package workflow in Wizard -- Fixed issue with contact shadows shifting when MSAA is enabled. -- Fixed EV100 in the PBR sky -- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) -- Fixed nullref when releasing HDRP with custom pass disabled -- Fixed performance issue derived from copying stencil buffer. -- Fixed an editor freeze when importing a diffusion profile asset from a unity package. -- Fixed an exception when trying to reload a builtin resource. -- Fixed the light type intensity unit reset when switching the light type. -- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() -- Fixed documentation link on CustomPassVolume. -- Fixed player build when HDRP is in the project but not assigned in the graphic settings. -- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe -- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly -- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. -- Fixed Prefab Override in main scope of Volume. -- Fixed alignment issue in Presset of main scope of Volume. -- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. -- Fixed Prefab override workflow issue in DensityVolume. -- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. -- Fix light limit counts specified on the HDRP asset -- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components -- Fixed decalui deriving from hdshaderui instead of just shaderui -- Use DelayedIntField instead of IntField for scalable settings -- Fixed init of debug for FrameSettingsHistory on SceneView camera -- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' -- Fix Wizard load when none selected for RenderPipelineAsset - Fixed TerrainLitGUI when per-pixel normal property is not present. -- Fixed rendering errors when enabling debug modes with custom passes -- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) -- Fixing a bug whith histories when n>4 for ray traced shadows -- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided -- Only tracing rays for shadow if the point is inside the code for spotlight shadows -- Only tracing rays if the point is inside the range for point lights -- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows -- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. -- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows -- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. -- Fixed ray traced shadow denoising not working (history rejected all the time). -- Fixed shader warning on xbox one -- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering -- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. -- Fixed missing distortion inputs in Lit and Unlit material UI. -- Fixed issue that propagated NaNs across multiple frames through the exposure texture. -- Fixed issue with Exclude from TAA stencil ignored. -- Fixed ray traced reflection exposure issue. -- Fixed issue with TAA history not initialising corretly scale factor for first frame -- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) -- Fixed issue with History not reset when chaning antialiasing mode on camera -- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. -- Fixed ray tracing reflection denoiser not applied in tier 1 -- Fixed the vibility of ray tracing related methods. -- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. -- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections -- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. -- Fixed exposure management for the path tracer -- Fixed AxF material UI containing two advanced options settings. -- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev -- Fixed issue that clamped PCSS softness too early and not after distance scale. -- Fixed fog affect transparent on HD unlit master node -- Fixed custom post processes re-ordering not saved. -- Fixed NPE when using scalable settings -- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. - Fixed a bug due to depth history begin overriden too soon -- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. -- Fixed corruption of AO in baked probes. -- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. - Fixed issue that caused Distortion UI to appear in Lit. - Fixed several issues with decal duplicating when editing them. - Fixed initialization of volumetric buffer params (1204159) @@ -324,7 +325,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed shader warning in AO code. - Fixed a warning in simpledenoiser.compute - Fixed tube and rectangle light culling to use their shape instead of their range as a bounding box. -- Fixed caused by using gather on a UINT texture in motion blur. +- Fixed caused by using gather on a UINT texture in motion blur. - Fix issue with ambient occlusion breaking when dynamic resolution is active. - Fixed some possible NaN causes in Depth of Field. - Fixed Custom Pass nullref due to the new Profiling Sample API changes @@ -407,45 +408,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue with MipRatio debug mode showing _DebugMatCapTexture not being set. - Fixed missing initialization of input params in Blit for VR. - Fix Inf source in LTC for area lights. +- Fix supported Mac platform detection to handle new major version (11.0) properly ### Changed -- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled -- Rename Emission Radius to Radius in UI in Point, Spot -- Angular Diameter parameter for directional light is no longuer an advanced property -- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. -- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters -- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. -- Removed second cubemaps used for shadowing in lookdev -- Disable Physically Based Sky below ground -- Increase max limit of area light and reflection probe to 128 -- Change default texture for detailmap to grey -- Optimize Shadow RT load on Tile based architecture platforms. -- Improved quality of SSAO. -- Moved RequestShadowMapRendering() back to public API. -- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. -- Added SceneSelection pass for TerrainLit shader. -- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) -- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) -- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. -- Fix the default stencil values when a material is created from a SSS ShaderGraph. -- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material -- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. -- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. -- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. -- Moved the copy of the geometry history buffers to right after the depth mip chain generation. -- Rename "Luminance" to "Nits" in UX for physical light unit -- Rename FrameSettings "SkyLighting" to "SkyReflection" -- Reworked XR automated tests -- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. -- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. -- Improve history buffer management -- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. -- Remove redundant FrameSettings RealTimePlanarReflection -- Improved a bit the GC calls generated during the rendering. -- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes -- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. -- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) -- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. - Hide unused LOD settings in Quality Settings legacy window. - Reduced the constrained distance for temporal reprojection of ray tracing denoising - Removed shadow near plane from the Directional Light Shadow UI. @@ -491,6 +456,343 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Transform result from CIE XYZ to sRGB color space in EvalSensitivity for iridescence. - Hide the Probes section in the Renderer editos because it was unused. - Moved BeginCameraRendering callback right before culling. +- Changed the visibility of the Indirect Lighting Controller component to public. + +## [7.1.8] - 2020-01-20 + +### Fixed +- Fixed white and dark flashes on scenes with very high or very low exposure when Automatic Exposure is being used. +- Fixed memory leak in Sky when in matcap mode. + +### Changed +- On Xbox and PS4 you will also need to download the com.unity.render-pipeline.platform (ps4 or xboxone) package from the appropriate platform developer forum + +## [7.1.7] - 2019-12-11 + +### Added +- Added a check in the custom post process template to throw an error if the default shader is not found. + +### Fixed +- Fixed rendering errors when enabling debug modes with custom passes +- Fix an issue that made PCSS dependent on Atlas resolution (not shadow map res) +- Fixing a bug whith histories when n>4 for ray traced shadows +- Fixing wrong behavior in ray traced shadows for mesh renderers if their cast shadow is shadow only or double sided +- Only tracing rays for shadow if the point is inside the code for spotlight shadows +- Only tracing rays if the point is inside the range for point lights +- Fixing ghosting issues when the screen space shadow indexes change for a light with ray traced shadows +- Fixed an issue with stencil management and Xbox One build that caused corrupted output in deferred mode. +- Fixed a mismatch in behavior between the culling of shadow maps and ray traced point and spot light shadows +- Fixed recursive ray tracing not working anymore after intermediate buffer refactor. +- Fixed ray traced shadow denoising not working (history rejected all the time). +- Fixed shader warning on xbox one +- Fixed cookies not working for spot lights in ray traced reflections, ray traced GI and recursive rendering +- Fixed an inverted handling of CoatSmoothness for SSR in StackLit. +- Fixed missing distortion inputs in Lit and Unlit material UI. +- Fixed issue that propagated NaNs across multiple frames through the exposure texture. +- Fixed issue with Exclude from TAA stencil ignored. +- Fixed ray traced reflection exposure issue. +- Fixed issue with TAA history not initialising corretly scale factor for first frame +- Fixed issue with stencil test of material classification not using the correct Mask (causing false positive and bad performance with forward material in deferred) +- Fixed issue with History not reset when chaning antialiasing mode on camera +- Fixed issue with volumetric data not being initialized if default settings have volumetric and reprojection off. +- Fixed ray tracing reflection denoiser not applied in tier 1 +- Fixed the vibility of ray tracing related methods. +- Fixed the diffusion profile list not saved when clicking the fix button in the material UI. +- Fixed crash when pushing bounce count higher than 1 for ray traced GI or reflections +- Fixed PCSS softness scale so that it better match ray traced reference for punctual lights. +- Fixed exposure management for the path tracer +- Fixed AxF material UI containing two advanced options settings. +- Fixed an issue where cached sky contexts were being destroyed wrongly, breaking lighting in the LookDev +- Fixed issue that clamped PCSS softness too early and not after distance scale. +- Fixed fog affect transparent on HD unlit master node +- Fixed custom post processes re-ordering not saved. +- Fixed NPE when using scalable settings +- Fixed an issue where PBR sky precomputation was reset incorrectly in some cases causing bad performance. +- Fixed a bug in dxr due to depth history begin overriden too soon +- Fixed CustomPassSampleCameraColor scale issue when called from Before Transparent injection point. +- Fixed corruption of AO in baked probes. +- Fixed issue with upgrade of projects that still had Very High as shadow filtering quality. +- Removed shadow near plane from the Directional Light Shadow UI. +- Fixed performance issue with performances of custom pass culling. + +## [7.1.6] - 2019-11-22 + +### Added +- Added Backplate projection from the HDRISky +- Added Shadow Matte in UnlitMasterNode, which only received shadow without lighting +- Added support for depth copy with XR SDK +- Added debug setting to Render Pipeline Debug Window to list the active XR views +- Added an option to filter the result of the volumetric lighting (off by default). +- Added a transmission multiplier for directional lights +- Added XR single-pass test mode to Render Pipeline Debug Window +- Added debug setting to Render Pipeline Window to list the active XR views +- Added a new refraction mode for the Lit shader (thin). Which is a box refraction with small thickness values +- Added the code to support Barn Doors for Area Lights based on a shaderconfig option. +- Added HDRPCameraBinder property binder for Visual Effect Graph +- Added "Celestial Body" controls to the Directional Light +- Added new parameters to the Physically Based Sky +- Added Reflections to the DXR Wizard + +### Fixed +- Fixed y-flip in scene view with XR SDK +- Fixed Decal projectors do not immediately respond when parent object layer mask is changed in editor. +- Fixed y-flip in scene view with XR SDK +- Fixed a number of issues with Material Quality setting +- Fixed the transparent Cull Mode option in HD unlit master node settings only visible if double sided is ticked. +- Fixed an issue causing shadowed areas by contact shadows at the edge of far clip plane if contact shadow length is very close to far clip plane. +- Fixed editing a scalable settings will edit all loaded asset in memory instead of targetted asset. +- Fixed Planar reflection default viewer FOV +- Fixed flickering issues when moving the mouse in the editor with ray tracing on. +- Fixed the ShaderGraph main preview being black after switching to SSS in the master node settings +- Fixed custom fullscreen passes in VR +- Fixed camera culling masks not taken in account in custom pass volumes +- Fixed object not drawn in custom pass when using a DrawRenderers with an HDRP shader in a build. +- Fixed injection points for Custom Passes (AfterDepthAndNormal and BeforePreRefraction were missing) +- Fixed a enum to choose shader tags used for drawing objects (DepthPrepass or Forward) when there is no override material. +- Fixed lit objects in the BeforePreRefraction, BeforeTransparent and BeforePostProcess. +- Fixed the None option when binding custom pass render targets to allow binding only depth or color. +- Fixed custom pass buffers allocation so they are not allocated if they're not used. +- Fixed the Custom Pass entry in the volume create asset menu items. +- Fixed Prefab Overrides workflow on Camera. +- Fixed alignment issue in Preset for Camera. +- Fixed alignment issue in Physical part for Camera. +- Fixed FrameSettings multi-edition. +- Fixed a bug happening when denoising multiple ray traced light shadows +- Fixed minor naming issues in ShaderGraph settings +- Fixed an issue with Metal Shader Compiler and GTAO shader for metal +- Fixed resources load issue while upgrading HDRP package. +- Fixed LOD fade mask by accounting for field of view +- Fixed spot light missing from ray tracing indirect effects. +- Fixed a UI bug in the diffusion profile list after fixing them from the wizard. +- Fixed the hash collision when creating new diffusion profile assets. +- Fixed a light leaking issue with box light casting shadows (case 1184475) +- Fixed Cookie texture type in the cookie slot of lights (Now displays a warning because it is not supported). +- Fixed a nullref that happens when using the Shuriken particle light module +- Fixed alignment in Wizard +- Fixed text overflow in Wizard's helpbox +- Fixed Wizard button fix all that was not automatically grab all required fixes +- Fixed VR tab for MacOS in Wizard +- Fixed local config package workflow in Wizard +- Fixed issue with contact shadows shifting when MSAA is enabled. +- Fixed EV100 in the PBR sky +- Fixed an issue In URP where sometime the camera is not passed to the volume system and causes a null ref exception (case 1199388) +- Fixed nullref when releasing HDRP with custom pass disabled +- Fixed performance issue derived from copying stencil buffer. +- Fixed an editor freeze when importing a diffusion profile asset from a unity package. +- Fixed an exception when trying to reload a builtin resource. +- Fixed the light type intensity unit reset when switching the light type. +- Fixed compilation error related to define guards and CreateLayoutFromXrSdk() +- Fixed documentation link on CustomPassVolume. +- Fixed player build when HDRP is in the project but not assigned in the graphic settings. +- Fixed an issue where ambient probe would be black for the first face of a baked reflection probe +- VFX: Fixed Missing Reference to Visual Effect Graph Runtime Assembly +- Fixed an issue where rendering done by users in EndCameraRendering would be executed before the main render loop. +- Fixed Prefab Override in main scope of Volume. +- Fixed alignment issue in Presset of main scope of Volume. +- Fixed persistence of ShowChromeGizmo and moved it to toolbar for coherency in ReflectionProbe and PlanarReflectionProbe. +- Fixed Alignement issue in ReflectionProbe and PlanarReflectionProbe. +- Fixed Prefab override workflow issue in ReflectionProbe and PlanarReflectionProbe. +- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in ReflectionProbe and PlanarReflectionProbe. +- Fixed Prefab override workflow issue in DensityVolume. +- Fixed empty MoreOptions and moved AdvancedManipulation in a dedicated location for coherency in DensityVolume. +- Fix light limit counts specified on the HDRP asset +- Fixed Quality Settings for SSR, Contact Shadows and Ambient Occlusion volume components +- Fixed decalui deriving from hdshaderui instead of just shaderui +- Use DelayedIntField instead of IntField for scalable settings + +### Changed +- Reworked XR automated tests +- The ray traced screen space shadow history for directional, spot and point lights is discarded if the light transform has changed. +- Changed the behavior for ray tracing in case a mesh renderer has both transparent and opaque submeshes. +- Improve history buffer management +- Replaced PlayerSettings.virtualRealitySupported with XRGraphics.tryEnable. +- Remove redundant FrameSettings RealTimePlanarReflection +- Improved a bit the GC calls generated during the rendering. +- Material update is now only triggered when the relevant settings are touched in the shader graph master nodes +- Changed the way Sky Intensity (on Sky volume components) is handled. It's now a combo box where users can choose between Exposure, Multiplier or Lux (for HDRI sky only) instead of both multiplier and exposure being applied all the time. Added a new menu item to convert old profiles. +- Change how method for specular occlusions is decided on inspector shader (Lit, LitTesselation, LayeredLit, LayeredLitTessellation) +- Unlocked SSS, SSR, Motion Vectors and Distortion frame settings for reflections probes. + +## [7.1.5] - 2019-11-15 + +### Fixed +- Fixed black reflection probes the first time loading a project + +## [7.1.4] - 2019-11-13 + +### Added +- Added XR single-pass setting into HDRP asset +- Added a penumbra tint option for lights + +### Fixed +- Fixed EOL for some files +- Fixed scene view rendering with volumetrics and XR enabled +- Fixed decals to work with multiple cameras +- Fixed optional clear of GBuffer (Was always on) +- Fixed render target clears with XR single-pass rendering +- Fixed HDRP samples file hierarchy +- Fixed Light units not matching light type +- Fixed QualitySettings panel not displaying HDRP Asset + +### Changed +- Changed parametrization of PCSS, now softness is derived from angular diameter (for directional lights) or shape radius (for point/spot lights) and min filter size is now in the [0..1] range. +- Moved the copy of the geometry history buffers to right after the depth mip chain generation. +- Rename "Luminance" to "Nits" in UX for physical light unit +- Rename FrameSettings "SkyLighting" to "SkyReflection" + +## [7.1.3] - 2019-11-04 + +### Added +- Ray tracing support for VR single-pass +- Added sharpen filter shader parameter and UI for TemporalAA to control image quality instead of hardcoded value +- Added frame settings option for custom post process and custom passes as well as custom color buffer format option. +- Add check in wizard on SRP Batcher enabled. +- Added default implementations of OnPreprocessMaterialDescription for FBX, Obj, Sketchup and 3DS file formats. +- Added custom pass fade radius +- Added after post process injection point for custom passes +- Added basic alpha compositing support - Alpha is available afterpostprocess when using FP16 buffer format. +- Added falloff distance on Reflection Probe and Planar Reflection Probe +- Added hability to name LightLayers in HDRenderPipelineAsset +- Added a range compression factor for Reflection Probe and Planar Reflection Probe to avoid saturation of colors. +- Added path tracing support for directional, point and spot lights, as well as emission from Lit and Unlit. +- Added non temporal version of SSAO. +- Added more detailed ray tracing stats in the debug window +- Added Disc area light (bake only) +- Added a warning in the material UI to prevent transparent + subsurface-scattering combination. + +### Fixed +- Sorting, undo, labels, layout in the Lighting Explorer. +- Fixed sky settings and materials in Shader Graph Samples package +- Fixed light supported units caching (1182266) +- Fixed an issue where SSAO (that needs temporal reprojection) was still being rendered when Motion Vectors were not available (case 1184998) +- Fixed a nullref when modifying the height parameters inside the layered lit shader UI. +- Fixed Decal gizmo that become white after exiting play mode +- Fixed Decal pivot position to behave like a spotlight +- Fixed an issue where using the LightingOverrideMask would break sky reflection for regular cameras +- Fix DebugMenu FrameSettingsHistory persistency on close +- Fix DensityVolume, ReflectionProbe aned PlanarReflectionProbe advancedControl display +- Fix DXR scene serialization in wizard +- Fixed an issue where Previews would reallocate History Buffers every frame +- Fixed the SetLightLayer function in HDAdditionalLightData setting the wrong light layer +- Fix error first time a preview is created for planar +- Fixed an issue where SSR would use an incorrect roughness value on ForwardOnly (StackLit, AxF, Fabric, etc.) materials when the pipeline is configured to also allow deferred Lit. +- Fixed issues with light explorer (cases 1183468, 1183269) +- Fix dot colors in LayeredLit material inspector +- Fix undo not resetting all value when undoing the material affectation in LayerLit material +- Fix for issue that caused gizmos to render in render textures (case 1174395) +- Fixed the light emissive mesh not updated when the light was disabled/enabled +- Fixed light and shadow layer sync when setting the HDAdditionalLightData.lightlayersMask property +- Fixed a nullref when a custom post process component that was in the HDRP PP list is removed from the project +- Fixed issue that prevented decals from modifying specular occlusion (case 1178272). +- Fixed exposure of volumetric reprojection +- Fixed multi selection support for Scalable Settings in lights +- Fixed font shaders in test projects for VR by using a Shader Graph version +- Fixed refresh of baked cubemap by incrementing updateCount at the end of the bake (case 1158677). +- Fixed issue with rectangular area light when seen from the back +- Fixed decals not affecting lightmap/lightprobe +- Fixed zBufferParams with XR single-pass rendering +- Fixed moving objects not rendered in custom passes +- Fixed abstract classes listed in the + menu of the custom pass list +- Fixed custom pass that was rendered in previews +- Fixed precision error in zero value normals when applying decals (case 1181639) +- Fixed issue that triggered No Scene Lighting view in game view as well (case 1156102) +- Assign default volume profile when creating a new HDRP Asset +- Fixed fov to 0 in planar probe breaking the projection matrix (case 1182014) +- Fixed bugs with shadow caching +- Reassign the same camera for a realtime probe face render request to have appropriate history buffer during realtime probe rendering. +- Fixed issue causing wrong shading when normal map mode is Object space, no normal map is set, but a detail map is present (case 1143352) +- Fixed issue with decal and htile optimization +- Fixed TerrainLit shader compilation error regarding `_Control0_TexelSize` redefinition (case 1178480). +- Fixed warning about duplicate HDRuntimeReflectionSystem when configuring play mode without domain reload. +- Fixed an editor crash when multiple decal projectors were selected and some had null material +- Added all relevant fix actions to FixAll button in Wizard +- Moved FixAll button on top of the Wizard +- Fixed an issue where fog color was not pre-exposed correctly +- Fix priority order when custom passes are overlapping +- Fix cleanup not called when the custom pass GameObject is destroyed +- Replaced most instances of GraphicsSettings.renderPipelineAsset by GraphicsSettings.currentRenderPipeline. This should fix some parameters not working on Quality Settings overrides. +- Fixed an issue with Realtime GI not working on upgraded projects. +- Fixed issue with screen space shadows fallback texture was not set as a texture array. +- Fixed Pyramid Lights bounding box +- Fixed terrain heightmap default/null values and epsilons +- Fixed custom post-processing effects breaking when an abstract class inherited from `CustomPostProcessVolumeComponent` +- Fixed XR single-pass rendering in Editor by using ShaderConfig.s_XrMaxViews to allocate matrix array +- Multiple different skies rendered at the same time by different cameras are now handled correctly without flickering +- Fixed flickering issue happening when different volumes have shadow settings and multiple cameras are present. +- Fixed issue causing planar probes to disappear if there is no light in the scene. +- Fixed a number of issues with the prefab isolation mode (Volumes leaking from the main scene and reflection not working properly) +- Fixed an issue with fog volume component upgrade not working properly +- Fixed Spot light Pyramid Shape has shadow artifacts on aspect ratio values lower than 1 +- Fixed issue with AO upsampling in XR +- Fixed camera without HDAdditionalCameraData component not rendering +- Removed the macro ENABLE_RAYTRACING for most of the ray tracing code +- Fixed prefab containing camera reloading in loop while selected in the Project view +- Fixed issue causing NaN wheh the Z scale of an object is set to 0. +- Fixed DXR shader passes attempting to render before pipeline loaded +- Fixed black ambient sky issue when importing a project after deleting Library. +- Fixed issue when upgrading a Standard transparent material (case 1186874) +- Fixed area light cookies not working properly with stack lit +- Fixed material render queue not updated when the shader is changed in the material inspector. +- Fixed a number of issues with full screen debug modes not reseting correctly when setting another mutually exclusive mode +- Fixed compile errors for platforms with no VR support +- Fixed an issue with volumetrics and RTHandle scaling (case 1155236) +- Fixed an issue where sky lighting might be updated uselessly +- Fixed issue preventing to allow setting decal material to none (case 1196129) +- Fixed XR multi-pass decals rendering +- Fixed several fields on Light Inspector that not supported Prefab overrides +- VFX: Removed z-fight glitches that could appear when using deferred depth prepass and lit quad primitives +- VFX: Preserve specular option for lit outputs (matches HDRP lit shader) +- Fixed init of debug for FrameSettingsHistory on SceneView camera +- Added a fix script to handle the warning 'referenced script in (GameObject 'SceneIDMap') is missing' +- Fix Wizard load when none selected for RenderPipelineAsset +- Fixed issue with unclear naming of debug menu for decals. + +### Changed +- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled +- Rename Emission Radius to Radius in UI in Point, Spot +- Angular Diameter parameter for directional light is no longuer an advanced property +- DXR: Remove Light Radius and Angular Diamater of Raytrace shadow. Angular Diameter and Radius are used instead. +- Remove MaxSmoothness parameters from UI for point, spot and directional light. The MaxSmoothness is now deduce from Radius Parameters +- DXR: Remove the Ray Tracing Environement Component. Add a Layer Mask to the ray Tracing volume components to define which objects are taken into account for each effect. +- Removed second cubemaps used for shadowing in lookdev +- Disable Physically Based Sky below ground +- Increase max limit of area light and reflection probe to 128 +- Change default texture for detailmap to grey +- Optimize Shadow RT load on Tile based architecture platforms. +- Improved quality of SSAO. +- Moved RequestShadowMapRendering() back to public API. +- Update HDRP DXR Wizard with an option to automatically clone the hdrp config package and setup raytracing to 1 in shaders file. +- Added SceneSelection pass for TerrainLit shader. +- Simplified Light's type API regrouping the logic in one place (Check type in HDAdditionalLightData) +- The support of LOD CrossFade (Dithering transition) in master nodes now required to enable it in the master node settings (Save variant) +- Improved shadow bias, by removing constant depth bias and substituting it with slope-scale bias. +- Fix the default stencil values when a material is created from a SSS ShaderGraph. +- Tweak test asset to be compatible with XR: unlit SG material for canvas and double-side font material +- Slightly tweaked the behaviour of bloom when resolution is low to reduce artifacts. +- Hidden fields in Light Inspector that is not relevant while in BakingOnly mode. + +## [7.1.2] - 2019-09-19 + +### Fixed +- Fix/workaround a probable graphics driver bug in the GTAO shader. +- Fixed Hair and PBR shader graphs double sided modes +- Fixed an issue where updating an HDRP asset in the Quality setting panel would not recreate the pipeline. +- Fixed issue with point lights being considered even when occupying less than a pixel on screen (case 1183196) +- Fix a potential NaN source with iridescence (case 1183216) +- Fixed issue of spotlight breaking when minimizing the cone angle via the gizmo (case 1178279) +- Fixed issue that caused decals not to modify the roughness in the normal buffer, causing SSR to not behave correctly (case 1178336) +- Fixed lit transparent refraction with XR single-pass rendering +- Removed extra jitter for TemporalAA in VR +- Fixed ShaderGraph time in main preview +- Fixed issue on some UI elements in HDRP asset not expanding when clicking the arrow (case 1178369) +- Fixed alpha blending in custom post process +- Fixed the modification of the _AlphaCutoff property in the material UI when exposed with a ShaderGraph parameter. +- Fixed HDRP test `1218_Lit_DiffusionProfiles` on Vulkan. +- Fixed an issue where building a player in non-dev mode would generate render target error logs every frame +- Fixed crash when upgrading version of HDRP +- Fixed rendering issues with material previews +- Fixed NPE when using light module in Shuriken particle systems (1173348). +- Refresh cached shadow on editor changes ## [7.1.1] - 2019-09-05 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md index c45c26edb68..795ed6788ab 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/AxF-Shader.md @@ -10,7 +10,7 @@ To translate AxF file data into Material properties and data that HDRP's AxF Sha Although it is possible to create an AxF Material from scratch in Unity, you should instead use an external authoring tool, such as X-Rite’s Total Appearance Capture (TAC™) Ecosystem, to create an AxF file and then import the result into Unity. If you install the AxF Importer package, Unity automatically imports AxF files as AxF Materials. -The AxF importer is available in Unity Enterprise for Product Lifecycle. For more information, contact your Unity sales representative. When you download the AxF Importer package, use the Package Manager to install it locally. For information on how to install local packages, see [Installing a local package](https://docs.unity3d.com/Manual/upm-ui-local.html). +The AxF importer is available in [Unity Enterprise for Product Lifecycle](https://unity.com/products/unity-enterprise-product-lifecycle). When you download the AxF Importer package, use the Package Manager to install it locally. For information on how to install local packages, see [Installing a local package](https://docs.unity3d.com/Manual/upm-ui-local.html). ### Using the AxF Importer package @@ -25,7 +25,7 @@ This process does not duplicate the Textures and other resources that the origin ### Creating AxF Materials from scratch -New Materials in HDRP use the [Lit Shader](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Lit-Shader.html) by default. To create an AxF Material from scratch, create a Material and then make it use the AxF Shader. To do this: +New Materials in HDRP use the [Lit Shader](Lit-Shader.md) by default. To create an AxF Material from scratch, create a Material and then make it use the AxF Shader. To do this: 1. In the Unity Editor, navigate to your Project's Asset window. 2. Right-click the Asset Window and select **Create > Material**. This adds a new Material to your Unity Project’s Asset folder. @@ -58,10 +58,11 @@ Note: The AxF Importer imports every Texture as half float, linear, sRGB gamut ( | **Property** | **Description** | | --------------------- | ------------------------------------------------------------ | -| **Material Tiling U** | Sets the tile rate along the x-axis for every Texture in the **Surface Inputs** section. HDRP uses this value to tile the Textures along the x-axis of the Material’s surface, in object space. | -| **Material Tiling V** | Sets the tile rate along the y-axis for every Texture in the **Surface Inputs** section. HDRP uses this value to tile the Textures along the y-axis of the Material’s surface, in object space. | -| **BRDF Type** | Controls the main AxF Material representation.
• **SVBRDF**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - SVBRDF](https://docs.google.com/document/d/1_Oq2hsx3J7h8GHKoQM_8qf6Ip5VlHv_31K7dYYVOEmU/edit#heading=h.f1msh9g44mev).
•**CAR_PAINT**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - CAR_PAINT](https://docs.google.com/document/d/1_Oq2hsx3J7h8GHKoQM_8qf6Ip5VlHv_31K7dYYVOEmU/edit#heading=h.eorkre6buegg). | +| **Mapping Mode** | Controls the texture mapping mode of the material for all textures.
• **UV0..UV3**: Like in Lit, uses a UV set from UV0 to UV3 vertex attributes. Note that UV1 is used for baked lightmaps in Unity, so it isn't recommended to use this set.
• **PlanarXY,YZ,ZX**: Uses planar mapping along the specified plane.
• **Triplanar**: Uses triplanar mapping.
• **Planar Space**: When a planar or triplanar mapping mode is selected, you can select whether the coordinates used are world space or object space using the "planar space" option set to (respectively) "world" or "local". | +| **Main Tiling & Offset** | Sets the tiling rate (xy) and offsets (zw) for every Texture in the **Surface Inputs** section. HDRP uses these values to tile the Textures along the xy-axes of the Material’s surface, in the object's tangent space. Each texture property can also specify additional tiling and offset values that are applied on top of these main values (Texture property-specific tiling rates are multiplied and offsets are added to the main values set here). These additional tiling and offsets appear next to each texture property on the same line. | +| **BRDF Type** | Controls the main AxF Material representation.
• **SVBRDF**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - SVBRDF](#SVBRDF).
•**CAR_PAINT**: For information on the properties Unity makes visible when you select this option, see [BRDF Type - CAR_PAINT](#CAR_PAINT). | + #### BRDF Type - SVBRDF | **Property** | **Description** | @@ -86,6 +87,7 @@ Note: The AxF Importer imports every Texture as half float, linear, sRGB gamut ( | **- Enable Refraction** | Indicates whether the clear coat is refractive. If you enable this checkbox, HDRP uses angles refracted by the clear coat to evaluate the undercoat of the Material surface. | | **- - Clearcoat IOR** | Specifies a Texture (red channel only) that implicitly defines the index of refraction (IOR) for the clear coat by encoding it to a monochromatic (single value) F0 (aka as specular color or Fresnel reflectance at 0 degree incidence. This also assumes the coat interfaces with air). As such, the value is in the range of **0** to **1** and HDRP calculates the final IOR as:
`IOR = (1.0 + squareRoot(R) ) / (1.0 - squareRoot(R))`
Where **R** is the normalized value in the red color channel of this Texture. Note: HDRP uses this IOR for both coat refraction and, if enabled, transmission and reflectance calculations through and on the coat. Therefore, you must always assign a Texture to this property when you enable clear coat. | + #### BRDF Type - CAR_PAINT | **Property** | **Description** | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md index 35ed85d4180..58efdb653bb 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Creating-a-Custom-Sky.md @@ -59,6 +59,12 @@ public class NewSky : SkySettings } return hash; } + + public override int GetHashCode(Camera camera) + { + // Implement if your sky depends on the camera settings (like position for instance) + return GetHashCode(); + } } ``` @@ -159,6 +165,10 @@ class NewSkyRenderer : SkyRenderer } ``` +### Important note: +If your sky renderer has to manage heavy data (like precomputed textures or similar things) then particular care has to be taken. Indeed, one instance of the renderer will exist per camera so by default if this data is a member of the renderer, it willl also be duplicated in memory. +Since each sky renderer can have very different needs, the responsbility to share this kind of data is the renderer's and need to be implemented by the user. + ## Sky rendering Shader @@ -175,7 +185,7 @@ Shader "Hidden/HDRP/Sky/NewSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md index ffdf3b73987..586dfc9a9bb 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Pass.md @@ -15,7 +15,8 @@ Custom Passes have been implemented through a volume system, but note that it's - The data of the custom passes are saved in the volume GameObject in itself, not in an asset in the project Like in volumes, there is two modes for the custom pass volume: `Local` and `Global`. The `Local` mode uses colliders attached to the GameObject where the custom pass is to define a zone where the effect will be executed. `Global` volumes are executed everywhere in your scene. -Additionally you have a `fade` system that allow you to smooth the transition between your normal rendering and the custom custom pass. The control over the distance of the fade is done by the **Fade Radius** field in the UI of the Custom Pass Volume Component, the radius is exposed in meter and is not scaled with the object transform. +The priority is used to determine the execution order when you have multiple custom pass volumes in your scene that share the same injection point. +A `fade` system is also available to allow you to smooth the transition between your normal rendering and the custom custom pass. The control over the distance of the fade is done by the **Fade Radius** field in the UI of the Custom Pass Volume Component, the radius is exposed in meter and is not scaled with the object transform. Because we give the full control over what can be done in the custom passes, the fading must be manually included in your effects. To help you, there is a builtin variable `_FadeValue` in the shader and `CustomPass.fadeValue` in the C# that contains a value between 0 and 1 representing how far the camera is from the collider bounding volume. If you want more details about the fading in script, you can [jump to the scripting API tag](#ScriptingAPI). Here you can see an example of a custom pass with a box collider (solid transparent box) and the fade radius is represented by the wireframe cube. @@ -78,7 +79,7 @@ float4 FullScreenPass(Varyings varyings) : SV_Target // Load the camera color buffer at the mip 0 if we're not at the before rendering injection point if (_CustomPassInjectionPoint != CUSTOMPASSINJECTIONPOINT_BEFORE_RENDERING) - color = float4(CustomPassSampleCameraColor(posInput.positionNDC.xy, 0), 1); + color = float4(CustomPassLoadCameraColor(varyings.positionCS.xy, 0), 1); // Add your custom pass code here @@ -97,6 +98,7 @@ In this snippet, we fetch a lot of useful input data that you might need in your | **Sampling the camera color with lods is only available in after and before post process passes**. Calling `CustomPassSampleCameraColor` at before rendering will only return black. | | **DrawRenderers Pass chained with FullScreen Pass**: In multi-pass setups where you draw objects in the camera color buffer and then read it from a fullscreen custom pass, you'll not see the objects you've drawn in the passes before your fullscreen pass (unless you are in Before Transparent). | | **MSAA**: When dealing with MSAA, you must check that the `Fetch color buffer` boolean is correctly setup because it will determine whether or not you'll be able to fetch the color buffer in this pass or not. | +| **Before Pre-Refraction and After post-process**: On these injection points, the camera color buffer set as the target for the fullscreen pass is the same as the one you can access inside the shader. Because the camera color buffer is the target, and because of read/write restrictions on certain platforms, you cannot directly sample from the camera color buffer inside the shader. Instead, you need to split your effect into two passes and use the custom color buffer as an intermediate buffer. This avoids reading and writing simultaneously to the same buffer. | ### DrawRenderers Custom Pass @@ -198,6 +200,8 @@ Here is the list of all the defines you can enable Note that you can also override the depth state of the objects in your pass. This is especially useful when you're rendering objects that are not in the camera culling mask (they are only rendered in the custom pass). Because in these objects, opaque ones will be rendered in `Depth Equal` test which only works if they already are in the depth buffer. In this case you may want to override the depth test to `Less Equal`. +**⚠️ Be careful when rendering Opaque objects if you're in deferred: All objects rendered within custom passes are rendered in Forward. It means that you'll need to set your HDRP settings Lit Shader Mode to 'Both' in case you encounter issues when building in release.** + ## Scripting API @@ -462,7 +466,7 @@ Shader "Hidden/Outline" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md index 034e97190f7..8e1943c222e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Custom-Post-Process.md @@ -113,7 +113,7 @@ Now there are the **Setup**, **Render**, and **Cleanup** functions. These are he ### GrayScale Shader -HDRP gives you total control over the vertex and fragment Shader so you can edit both of them to suit your needs. Note that there are a number of utility functions in [Common.hlsl](https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl) and [Color.hlsl](https://github.com/Unity-Technologies/ScriptableRenderPipeline/blob/master/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl) that the Shader includes by default. This means that you have access to these utility functions in your effect. For example, the GrayScale Shader uses the Luminance() function to convert a linear RGB value to its luminance equivalent. +HDRP gives you total control over the vertex and fragment Shader so you can edit both of them to suit your needs. Note that there are a number of utility functions in [Common.hlsl](https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl) and [Color.hlsl](https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl) that the Shader includes by default. This means that you have access to these utility functions in your effect. For example, the GrayScale Shader uses the Luminance() function to convert a linear RGB value to its luminance equivalent. ``` Shader "Hidden/Shader/GrayScale" @@ -123,7 +123,7 @@ Shader "Hidden/Shader/GrayScale" #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md b/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md index 54d0c7041b3..ec884cc10df 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Customizing-HDRP-materials-with-Shader-Graph.md @@ -15,7 +15,7 @@ HDRP includes the following Shader Graphs: - StackLit - Unlit -The [Lit](Lit-Shader), LayeredLit, and [Unlit](Unlit-Shader) Shaders are available as standard Shaders (without Shader Graph). This means that you can use them without creating a Shader Graph instance, and edit them in the Inspector. To use these, select a Material to view it in the Inspector and click on the **Shader** drop-down. Go to the **HDRP** section to see a list of every HDRP Shader that does not require a Shader Graph instance. +The [Lit](Lit-Shader.html), [LayeredLit](Layered-Lit-Shader.html), and [Unlit](Unlit-Shader.html) Shaders are available as standard Shaders (without Shader Graph). This means that you can use them without creating a Shader Graph instance, and edit them in the Inspector. To use these, select a Material to view it in the Inspector and click on the **Shader** drop-down. Go to the **HDRP** section to see a list of every HDRP Shader that does not require a Shader Graph instance. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md index 169a516437b..088a8523a98 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Projector.md @@ -40,4 +40,10 @@ Using the Inspector allows you to change all of the Decal Projector properties, | **Tiling** | Scales the decal Material along its UV axes. | | **Offset** | Offsets the decal Material along its UV axes. Use this with the **UV Scale** when using a Material atlas for your decal. | | **Fade Factor** | Allows you to manually fade the decal in and out. A value of 0 makes the decal fully transparent, and a value of 1 makes the decal as opaque as defined by the **Material**. The **Material** manages the maximum opacity of the decal using **Global Opacity** and an opacity map. | -| **Affects Transparent** | Enable the checkbox to allow HDRP to draw the projector’s decal on top of transparent surfaces. HDRP packs all Textures from decals with **Affects Transparency** enabled into an atlas, which can affect memory and performance. You can edit the dimensions of this atlas in the **Decals** section of your Unity Project’s [HDRP Asset](HDRP-Asset.html#Decals). | \ No newline at end of file +| **Affects Transparent** | Enable the checkbox to allow HDRP to draw the projector’s decal on top of transparent surfaces. HDRP packs all Textures from decals with **Affects Transparency** enabled into an atlas, which can affect memory and performance. You can edit the dimensions of this atlas in the **Decals** section of your Unity Project’s [HDRP Asset](HDRP-Asset.html#Decals). | + +## Limitations + +- If you project a decal onto a transparent surface, HDRP ignores the decal's Texture tiling. +- When you project a decal onto a surface, the emissive component of the decal affects the surface regardless of whether you enable **Receive Decal** on the surface's Material or not. +- In **Project Settings > Graphics**, if **Instancing Variants** is set to **Strip All**, Unity strips the Decal Shader this component references when you build your Project. This happens even if you include the Shader in the **Always Included Shaders** list. If Unity strips the Shader during the build process, the decal does not appear in your built Application. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md index 390aa065081..bd29766fb80 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Decal-Shader.md @@ -39,8 +39,8 @@ These properties allow you to change the rendering behavior of the decal. | **Property** | **Description** | | ------------------------- | ------------------------------------------------------------ | -| **Draw order** | Controls the order in which HDRP draws decals in the Scene. HDRP draws decals with lower values first, so it draws decals with a higher draw order value on top of those with lower values. This feature works for decals projected on opaque and transparent surfaces. | -| **Mesh decal depth bias** | A depth bias that HDRP applies to the decal’s Mesh to stop it from overlapping with other Meshes. A negative value draws the decal in front of any overlapping Mesh, while a positive value offsets the decal and draw it behind. This property only affects decal Materials directly attached to GameObjects with a Mesh Renderer, so Decal Projectors do not use this property. | +| **Draw Order** | Controls the order in which HDRP draws decals in the Scene. HDRP draws decals with lower values first, so it draws decals with a higher draw order value on top of those with lower values. This feature works for decals projected on opaque and transparent surfaces.
**Note**: This property only applies to decals the [Decal Projector](Decal-Projector.md) creates and has no effect on Mesh decals. Additionally, if you have multiple Decal Materials with the same **Draw Order**, the order HDRP renders them in depends on the order you create the Materials. HDRP renders Decal Materials you create first before those you create later with the same **Draw Order**. | +| **Mesh Decal Depth Bias** | A depth bias that HDRP applies to the decal’s Mesh to stop it from overlapping with other Meshes. A negative value draws the decal in front of any overlapping Mesh, while a positive value offsets the decal and draw it behind. This property only affects decal Materials directly attached to GameObjects with a Mesh Renderer, so Decal Projectors do not use this property. | ### HDRP Asset properties diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md index d8f23e7eccc..a771731f83b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Default-Settings-Window.md @@ -27,9 +27,9 @@ You can use this section to assign and edit a [Volume Profile](Volume-Profile.ht The Default Volume Profile Asset references a Volume Profile in the HDRP Package folder called DefaultSettingsVolumeProfile by default. Below it, you can add [Volume overrides](Volume-Components.html), and edit their properties. You can also assign your own Volume Profile to this property field. Be aware that this property must always reference a Volume Profile. If you assign your own Volume Profile and then delete it, HDRP automatically re-assigns the DefaultSettingsVolumeProfile from the HDRP Package folder. -The LookDev Volume Profile Asset references the Volume Profile that will be used in the [LookDev window](Look-Dev). It works the same way than the Default Volume profile except that in this asset you can't put a [Visual Environment Component](Override-Visual-Environment) or skies component because they are overwritten by the LookDev. +The LookDev Volume Profile Asset references the Volume Profile that will be used in the [LookDev window](Look-Dev.html). It works the same way than the Default Volume profile except that in this asset you can't put a [Visual Environment Component](Override-Visual-Environment.html) or skies component because they are overwritten by the LookDev. ## Custom Post Process Orders Use this section to select which custom post processing effect will be used in the project and in which order they will be executed. -You have one list per post processing injection point: `After Opaque And Sky`, `Before Post Process` and `After Post Process`. See the [Custom Post Process](Custom-Post-Process) documentation for more details. +You have one list per post processing injection point: `After Opaque And Sky`, `Before Post Process` and `After Post Process`. See the [Custom Post Process](Custom-Post-Process.html) documentation for more details. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md b/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md index 09d6da2ae7d..8c85dcee955 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Diffusion-Profile.md @@ -1,8 +1,13 @@ # Diffusion Profile -The High Definition Render Pipeline (HDRP) stores most [subsurface scattering](Subsurface-Scattering.html) settings in a __Diffusion Profile__ Asset. You can assign a __Diffusion Profile__ Asset directly to Materials that use Subsurface Scattering. +The High Definition Render Pipeline (HDRP) stores most [subsurface scattering](Subsurface-Scattering.md) settings in a __Diffusion Profile__ Asset. You can assign a __Diffusion Profile__ Asset directly to Materials that use Subsurface Scattering. -To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffusion Profile__. To use it, open your HDRP Asset and add it to the __Diffusion Profile List__ property. +To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffusion Profile__. + +* To use it by default, open your HDRP Asset and, in the **Material** section, add it to the __Diffusion Profile List__. +* To use it in a particular [Volume](Volumes.md), select a Volume with a [Diffusion Profile Override](Override-Diffusion-Profile.md) and add it to the **Diffusion Profile List** . + +## Properties | Property| Description | |:---|:---| @@ -14,7 +19,7 @@ To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffu -## Subsurface Scattering only +### Subsurface Scattering only | Property| Description | |:---|:---| @@ -22,7 +27,7 @@ To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffu -## Transmission only +### Transmission only | Property| Description | |:---|:---| @@ -33,7 +38,7 @@ To create a Diffusion Profile, navigate to __Assets > Create > Rendering > Diffu -## Profile Previews +### Profile Previews | Property| Description | |:---|:---| diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md b/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md index b6931d9b82d..adcb2f9f444 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Dynamic-Resolution.md @@ -37,66 +37,65 @@ public class DynamicRes : MonoBehaviour { -​ public float secondsToNextChange = 1.0f; + public float secondsToNextChange = 1.0f; -​ public float fractionDeltaStep = 0.1f; + public float fractionDeltaStep = 0.1f; -​ private float currentScale = 1.0f; + private float currentScale = 1.0f; -​ private float directionOfChange = -1.0f; + private float directionOfChange = -1.0f; -​ private float elapsedTimeSinceChange = 0.0f; + private float elapsedTimeSinceChange = 0.0f; -​ // Simple example of a policy that scales the resolution every secondsToNextChange seconds. + // Simple example of a policy that scales the resolution every secondsToNextChange seconds. -​ // Since this call uses DynamicResScalePolicyType.ReturnsMinMaxLerpFactor, HDRP uses currentScale in the following context: + // Since this call uses DynamicResScalePolicyType.ReturnsMinMaxLerpFactor, HDRP uses currentScale in the following context: -​ // finalScreenPercentage = Mathf.Lerp(minScreenPercentage, maxScreenPercentage, currentScale); + // finalScreenPercentage = Mathf.Lerp(minScreenPercentage, maxScreenPercentage, currentScale); -​ public float SetDynamicResolutionScale() + public float SetDynamicResolutionScale() -​ { + { -​ elapsedTimeSinceChange += Time.deltaTime; + elapsedTimeSinceChange += Time.deltaTime; -​ // Waits for secondsToNextChange seconds then requests a change of resolution. + // Waits for secondsToNextChange seconds then requests a change of resolution. -​ if (elapsedTimeSinceChange >= secondsToNextChange) + if (elapsedTimeSinceChange >= secondsToNextChange) -​ { + { -​ currentScale += directionOfChange * fractionDeltaStep; + currentScale += directionOfChange * fractionDeltaStep; -​ // When currenScale reaches the minimum or maximum resolution, this switches the direction of resolution change. + // When currenScale reaches the minimum or maximum resolution, this switches the direction of resolution change. -​ if (currentScale <= 0.0f || currentScale >= 1.0f) + if (currentScale <= 0.0f || currentScale >= 1.0f) -​ { + { -​ directionOfChange *= -1.0f; + directionOfChange *= -1.0f; -​ } + } -​ + -​ elapsedTimeSinceChange = 0.0f; + elapsedTimeSinceChange = 0.0f; -​ } + } -​ return currentScale; + return currentScale; -​ } + } -​ void Start() + void Start() -​ { + { -​ // Binds the dynamic resolution policy defined above. + // Binds the dynamic resolution policy defined above. -​ DynamicResolutionHandler.SetDynamicResScaler(SetDynamicResolutionScale, DynamicResScalePolicyType.ReturnsMinMaxLerpFactor); + DynamicResolutionHandler.SetDynamicResScaler(SetDynamicResolutionScale, DynamicResScalePolicyType.ReturnsMinMaxLerpFactor); -​ } + } } -​``` -``` \ No newline at end of file +``` diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md index b07508e96a1..ce0c7033b8d 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Feature-Comparison.md @@ -4,11 +4,12 @@ The tables that follow provide an overview of the **Features** that the High Def ## Camera -| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** (HDRP) | +| **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ----------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | -| HDR | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes. | -| Anti-Aliasing | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.

If you use the Post-processing v2 package, this Render Pipeline also supports:
•Temporal anti-aliasing (TAA).
•Fast approximate anti-aliasing(FXAA).
•Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
•MSAA, for the Forward Renderer.
•TAA.
•FXAA.
•SMAA. | -| Physical Camera | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
•Calculate the Camera's field of view.
•Calculate the exposure of the Scene.
•Calculate the result of certain post-processing effects.. | +| HDR rendering | Yes. The Built-in Renderer uses an HDR Texture Format. | Yes | +| HDR output | Yes | No, however this feature is in research for HDRP. For more information, see [High dynamic range](https://docs.unity3d.com/Manual/HDR.html). | +| Anti-Aliasing | Yes. The Built-in Renderer supports multi-sample anti-aliasing (MSAA) for the Forward Renderer.

If you use the Post-processing v2 package, this Render Pipeline also supports:
• Temporal anti-aliasing (TAA).
• Fast approximate anti-aliasing(FXAA).
• Subpixel morphological anti-aliasing (SMAA). | Yes. HDRP supports:
• MSAA, for the Forward Renderer.
• TAA.
• FXAA.
• SMAA. | +| Physical Camera | Yes. The **Built-in Render Pipeline** only uses physical camera properties to calculate the Camera's field of view. | Yes. HDRP uses physical camera properties to:
• Calculate the Camera's field of view.
• Calculate the exposure of the Scene.
• Calculate the result of certain post-processing effects.. | | Dynamic Resolution | | | | Hardware | Not supported | Yes but only for consoles. | | Software | Yes. Limited. | Yes. On all platforms. | @@ -26,9 +27,9 @@ The tables that follow provide an overview of the **Features** that the High Def | ---------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | | Light Types | | | | Directional | Yes | Yes | -| Spot | Yes | Yes. Supports the following shapes:
•Cone.
•Pyramid.
•Box. | +| Spot | Yes | Yes. Supports the following shapes:
• Cone.
• Pyramid.
• Box. | | Point | Yes | Yes | -| Area | Yes. Supports the following shapes:
•Rectangle.
•Disk (baked only). | Yes. Supports the following shapes:
•Rectangle.
•Tube.
•Disk (baked only). | +| Area | Yes. Supports the following shapes:
• Rectangle.
• Disk (baked only). | Yes. Supports the following shapes:
• Rectangle.
• Tube.
• Disk (baked only). | | Inner Spot Angle | Not supported | Yes | | Shading | Multiple Passes | Tiled/Clustered | | Culling | | | @@ -61,7 +62,7 @@ The tables that follow provide an overview of the **Features** that the High Def | Shadow Resolve Type | | | | Lighting Pass | Yes | Yes | | Screen Space Pass | Yes | Yes | -| Shadow Bias | Yes. Supports the following types:
•Constant clip space offset.
•Normal bias. | Yes. Supports the following types:
•Slope bias.
•Normal bias. | +| Shadow Bias | Yes. Supports the following types:
• Constant clip space offset.
• Normal bias. | Yes. Supports the following types:
• Slope bias.
• Normal bias. | ## Batching @@ -115,14 +116,14 @@ The tables that follow provide an overview of the **Features** that the High Def | Realtime | Yes | yes | | Baked | Yes | Yes | | Sampling | | | -| Simple | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). | -| Blend Probes | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). | -| Blend Probes and Skybox | Yes | See [Reflection Hierarchy](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Reflection-in-HDRP.html). | +| Simple | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | +| Blend Probes | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | +| Blend Probes and Skybox | Yes | See [Reflection Hierarchy](Reflection-in-HDRP.md). | | Projection | | | | Box | Yes | Yes | | Sphere | No | Yes | | Proxy Volume | Not supported | Yes | -| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
•Planar Reflection Probes.
•Screen space reflection.
•Ray-traced reflection. | +| Other Reflections | The **Built-in Render Pipeline** also supports screen space reflection. | HDRP supports the following other reflection methods:
• Planar Reflection Probes.
• Screen space reflection.
• Ray-traced reflection. | ## Global Illumination (Lightmap Modes) @@ -136,9 +137,9 @@ The tables that follow provide an overview of the **Features** that the High Def | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------ | ------------------------ | ------------------------------------------------------------ | | Source | | | -| Skybox | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. | -| Gradient | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. | -| Color | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Creating-a-Custom-Sky.html) and Material. | +| Skybox | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | +| Gradient | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | +| Color | Yes | Uses a single sky to bake global illumination, otherwise uses sky settings per Volume. You can [create own sky via script](Creating-a-Custom-Sky.md) and Material. | | Ambient Mode | | | | Realtime | Yes | Yes | | Baked | Yes | Yes | @@ -159,7 +160,7 @@ The tables that follow provide an overview of the **Features** that the High Def | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | ------------------- | ------------------------ | ------------------------------------------------------------ | | Linear | Yes | Not supported | -| Exponential | Yes | Yes. The [Fog Override](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Override-Fog.html) uses exponential fog. | +| Exponential | Yes | Yes. The [Fog Override](Override-Fog.md) uses exponential fog. | | Exponential Squared | Yes | Not supported | | Local Volumetric | No | Yes | @@ -169,7 +170,7 @@ The tables that follow provide an overview of the **Features** that the High Def | --------------------------- | --------------------------------------------- | ------------------------------------------------------------ | | Shader Graph | Not supported | Yes | | Surface Shaders | Yes | Not supported | -| Camera-relative Rendering | Not supported | Yes. See [Camera Relative Rendering](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Camera-Relative-Rendering.html). | +| Camera-relative Rendering | Not supported | Yes. See [Camera Relative Rendering](Camera-Relative-Rendering.md). | | Standard Lit Shader | | | | Metallic Workflow | Yes | Yes | | Specular Workflow | Yes | Yes | @@ -181,8 +182,8 @@ The tables that follow provide an overview of the **Features** that the High Def | Additive | Not supported | Yes | | Multiply | Not supported | Not supported | | Decals | Not supported | Yes. To create decals in HDRP, you can use a decal Mesh or a decal projector. | -| Detail Maps | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps]() to combine maps such ask albedo, normals, and smoothness | -| Advanced Material Options | None | HDRP supports the following advanced Materials:
•Anisotropic.
•Subsurface Scattering.
•Iridescence.
•Translucence. | +| Detail Maps | Yes. You can assigned albedo and normal maps. | Yes. HDRP uses the [mask and detail maps](Mask-Map-and-Detail-Map.md) to combine maps such ask albedo, normals, and smoothness | +| Advanced Material Options | None | HDRP supports the following advanced Materials:
• Anisotropic.
• Subsurface Scattering.
• Iridescence.
• Translucence. | | Surface Inputs | | | | Albedo (Base Map) | Yes | Yes | | Specular | Yes | Yes | @@ -241,8 +242,8 @@ The tables that follow provide an overview of the **Features** that the High Def | **Feature** | **Built-in Render Pipeline** | **High Definition Render Pipeline (HDRP)** | | --------------------------- | ------------------------------------------------------------ | ------------------------------------------------------------ | | Implementation | Uses Post-Processing Version 2 package. | Native Post-Processing solution embedded in HDRP package | -| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:
•Multi-scale ambient occlusion. | Yes. HDRP supports:
•Ground truth ambient occlusion.
•[Ray-traced ambient occlusion](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@7.1/manual/Ray-Traced-Ambient-Occlusion.html). | -| Exposure | Yes. The **Built-in Render Pipeline** supports:
•Fixed exposure.
•Automatic exposure. | Yes. HDRP supports:
•Fixed exposure.
•Automatic (Eye adaptation).
•Curve Mapping.
•Physical Camera settings | +| Ambient Occlusion | Yes. The **Built-in Render Pipeline** supports:
• Multi-scale ambient occlusion. | Yes. HDRP supports:
• Ground truth ambient occlusion.
• [Ray-traced ambient occlusion](Ray-Traced-Ambient-Occlusion.md). | +| Exposure | Yes. The **Built-in Render Pipeline** supports:
• Fixed exposure.
• Automatic exposure. | Yes. HDRP supports:
• Fixed exposure.
• Automatic (Eye adaptation).
• Curve Mapping.
• Physical Camera settings | | Bloom | Yes | Yes | | Chromatic Aberration | Yes | Yes | | Color Grading / Tonemapping | Yes | Yes | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md b/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md index 3ac208d453b..17daafbdd19 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Forward-And-Deferred-Rendering.md @@ -15,8 +15,8 @@ You can choose between three rendering modes: | **Lit Shader Mode** | **Description** | | ------------------- | ------------------------------------------------------------ | -| **Forward** | HDRP calculates the lighting in a single pass when rendering each individual Material. | -| **Deferred** | HDRP renders all GameObjects into a GBuffer that stores the Material properties that are visible on the screen. HDRP then processes the lighting for every GameObject in the Scene. | +| **Forward** | HDRP calculates the lighting in a single pass when rendering each individual GameObject. | +| **Deferred** | HDRP renders the Material properties of every GameObject visible on screen into a GBuffer. HDRP then processes the lighting for every pixel in the frame. | | **Both** | Use the [Frame Settings](Frame-Settings.html) to change between **Forward** and **Deferred** rendering mode on a per Camera and Reflection Probe basis at runtime. Selecting this increases Project [build time](#BuildTime). | If you select **Both**, you can set a rendering mode for all Cameras to use by default, and also override this default rendering mode at runtime for a specific Camera. For example, you can use Forward mode for a Planar Reflection Probe and then render your main Camera using Deferred mode. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings-API.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings-API.md new file mode 100644 index 00000000000..6a95b715d56 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings-API.md @@ -0,0 +1,112 @@ +# Frame Settings Scripting API + +In the High Definition Render Pipelines (HDRP), [Frame Settings](Frame-Settings.md) control how a rendering component, such as a [Camera](HDRP-Camera.md), [Reflection Probe](Reflection-Probe.md), or [Planar Reflection Probe](Planar-Reflection-Probe.md), renders a Scene. You can specify default Frame Settings for your entire Project and then override them for a particular rendering component. This means that each Frame Setting has a default value, set in the [HDRP Asset](HDRP-Asset.md), then each individual rendering component in your Scene can have an override for it. This is useful if you have lower priority rendering components that do not need to use certain effects. To specify which default Frame Settings a rendering component overrides, each rendering component contains an [override mask](../api/UnityEngine.Rendering.HighDefinition.FrameSettingsOverrideMask.html). A mask is an array of bits, where each bit represents one of two states (0 for disabled and 1 for enabled). Each bit in the override mask represents the override state of a particular Frame Setting. + +To get the final value of a Frame Setting for a particular rendering component, HDRP performs the following steps: + +1. Checks the Project-wide default value for the Frame Setting. In this step, HDRP checks the current value stored for the Frame Setting in the HDRP Asset. +2. Checks the rendering component's override mask to see if the bit that corresponds to the Frame Setting is set. The state of the Frame Setting's bit in the override mask corresponds to the state of the override checkbox to the left of the Frame Setting in the rendering component's Inspector. +3. Gets the Frame Setting's override value from the rendering component's custom Frame Settings. +4. Sanitizes the result. To lighten your Project, you can specify which features to use in the HDRP Asset. If the Frame Setting you try to modify affects an unavailable feature, Unity discards it in this final sanitization pass. To make sure it is not possible for HDRP to process features that are not available, you cannot access the sanitization process via scripting API. + +## Modifying default Frame Settings + +The Default Frame Settings are in the HDRP Asset, so it is not good practice to modify them at runtime. Instead, you can modify them in Edit mode in [Default Settings tab](Default-Settings-Window.md). + +Note that you can set individual default Frame Settings for three types of rendering component: + +- Cameras +- Realtime Reflection Probes and Realtime Planar Reflection Probes +- Baked/custom Reflection Probes and Baked/custom Planar Reflection Probe + +There is currently no scripting API to modify default Frame Settings. + +## Modifying Frame Settings for a particular rendering component + +HDRP stores the Frame Settings for rendering components in additional data components attached to the rendering component. The additional data components are: + +| **Rendering component** | **Additional data component** | +| ----------------------- | ----------------------------- | +| **Camera** | HDAdditionalCameraData | +| **Reflection Probe** | HDAdditionalReflectionData | + +To modify the value of a Frame Setting, the first step is to get a reference to the additional data component. To do this, either create a public variable and assign it in the Inspector, or use [GetComponent()](https://docs.unity3d.com/ScriptReference/GameObject.GetComponent.html) where T is the additional data component type. + +Next, access the Frame Settings override mask. This controls which Frame Settings to use overridden values for and is of type `FrameSettingsOverrideMask`. Accessing the Frame Settings override mask is different depending on whether you want to modify the Frame Settings of a Camera or a Reflection Probe: + +- **Camera**: `HDAdditionalCameraData.renderingPathCustomFrameSettingsOverrideMask` +- **Reflection Probe**: `HDAdditionalReflectionData.frameSettingsOverrideMask` + +For information on the API available for `FrameSettingsOverrideMask`, including how to set/unset a bit in the mask, see [FrameSettingsOverrideMask Scripting API](#framesettingsoverridemask-scripting-api). + +Finally, access the Frame Settings structure itself. This controls the actual value for each Frame Setting and is of type `FrameSettings`. Accessing the Frame Settings is also different depending on whether you want to modify the Frame Settings of a Camera or a Reflection Probe: + +- **Camera**: `HDAdditionalCameraData.renderingPathCustomFrameSettings` +- **Reflection Probe**: `HDAdditionalReflectionData.frameSettings` + +For information on the API available for `FrameSettings`, including how to edit the value of a Frame Setting, see [FrameSettings Scripting API](framesettings-scripting-api). + +## Frame Setting enumerations + +To make it easier to set the value of some Frame Settings, HDRP provides the following enum types. + +### LitShaderMode + +An enum which helps to switch a rendering component between deferred and forward rendering. + +For information on what each enum value does, see [LitShaderMode](../api/UnityEngine.Rendering.HighDefinition.LitShaderMode.html). + +### LODBiasMode + +An enum which defines how HDRP calculates a LOD bias. + +For information on what each enum value does, see [LODBiasMode](../api/UnityEngine.Rendering.HighDefinition.LODBiasMode.html). + +### MaximumLODLevelMode + +An enum which defines how HDRP calculates the maximum LOD level. + +For information on what each enum value does, see [MaximumLODLevelMode](../api/UnityEngine.Rendering.HighDefinition.MaximumLODLevelMode.html). + +### FrameSettingsField + +An enum where each entry represents a particular Frame Setting. For a list of entries in this enum, see [FrameSettingsField](../api/UnityEngine.Rendering.HighDefinition.FrameSettingsField.html). + +As well as an entry for each Frame Settings, this enum also includes the value `FrameSettingsField.None` that is set to **-1** for convenience and internal usage. + +## FrameSettingsOverrideMask Scripting API + +This is a structure that has a single field which stores the override mask. For more information about this structure and the API it contains, see [FrameSettingsOverrideMask](../api/UnityEngine.Rendering.HighDefinition.FrameSettingsOverrideMask.html). + +In the override mask, to allow you to easily access the bit for a given Frame Setting, HDRP provides the [FrameSettingsField](#framesettingsfield) enum. You can use this, for example, to find the bit responsible for overriding the **Opaque Objects** Frame Setting. To do this, you would do `this[(int)FrameSettingsField.OpaqueObjects]`. + +The following example shows how to compare the `humanizedData` from a rendering component's override mask with the rendering component's custom Frame Settings. There are some custom Frame Settings set, but the mask is all zeros which means that this rendering component uses the default Frame Settings. + +![](Images/FrameSettingsAPI-watch.png) + +## FrameSettings Scripting API + +This is a structure that contains information on how a rendering component should render the Scene. For more information about this structure and the API it contains, see [FrameSettings](../api/UnityEngine.Rendering.HighDefinition.FrameSettings.html). + +### Example + +The following example demonstrates a component that changes a Camera's Frame Settings so the Camera does not render opaque GameObjects. It has the public field `cameraToChange`, which represents the Camera to change the Frame Settings for, and the public function `RemoveOpaqueObjectsFromRendering`, which contains the logic to change the Camera's Frame Settings. + +``` +using UnityEngine; +using UnityEngine.Rendering.HighDefinition; + +public class ChangeFrameSettings : MonoBehaviour +{ + public Camera cameraToChange; + + public void RemoveOpaqueObjectsFromRendering() + { + HDAdditionalCameraData hdCameraData = cameraToChange.GetComponent(); + + hdCameraData.renderingPathCustomFrameSettingsOverrideMask.mask[(int)FrameSettingsField.OpaqueObjects] = true; + + hdCameraData.renderingPathCustomFrameSettings.SetEnabled(FrameSettingsField.OpaqueObjects, false); + } +} +``` \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md index d5b3ddd9d37..98d91498b87 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Frame-Settings.md @@ -49,7 +49,7 @@ These settings determine the method that the Cameras and Reflection Probes using | - **Panini Projection** | Enable the checkbox to allow HDRP to add panini projection to Cameras affected by a Volume containing the [Panini Projection](Post-Processing-Panini-Projection.html) override. | | - **Bloom** | Enable the checkbox to allow HDRP to add bloom to Cameras affected by a Volume containing the [Bloom](Post-Processing-Bloom.html) override. | | - **Lens Distortion** | Enable the checkbox to allow HDRP to add lens distortion to Cameras affected by a Volume containing the [Lens Distortion](Post-Processing-Lens-Distortion.html) override. | -| - **Chromatic Aberration** | Enable the checkbox to allow HDRP to add chromatic aberration to Cameras affected by a Volume containing the [Chromatic Aberration](Post-Processing-) override. | +| - **Chromatic Aberration** | Enable the checkbox to allow HDRP to add chromatic aberration to Cameras affected by a Volume containing the [Chromatic Aberration](Post-Processing-Chromatic-Aberration.html) override. | | - **Vignette** | Enable the checkbox to allow HDRP add a vignette to Cameras affected by a Volume containing the [Vignette](Post-Processing-Vignette.html) override. | | - **Color Grading** | Enable the checkbox to allow HDRP to process color grading for Cameras. | | - **Tonemapping** | Enable the checkbox to allow HDRP to process tonemapping for Cameras. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md index 891b33260a2..974d825748c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Getting-started-with-HDRP.md @@ -36,7 +36,7 @@ HDRP provides you with the [Render Pipeline Wizard](Render-Pipeline-Wizard.html) ## Volumes -[Volumes](Volumes.html) allow you to partition your Scene into areas so that you can control lighting and effects at a finer level, rather than tuning an entire Scene. You can add as many volumes to your Scene as you want, to create different spaces, and then light them all individually for realistic effect. Each volume has an environment, so you can adjust its sky, fog, and shadow settings. You can also create custom [Volume Profiles](Volume-Profiles.html) and switch between them. +[Volumes](Volumes.html) allow you to partition your Scene into areas so that you can control lighting and effects at a finer level, rather than tuning an entire Scene. You can add as many volumes to your Scene as you want, to create different spaces, and then light them all individually for realistic effect. Each volume has an environment, so you can adjust its sky, fog, and shadow settings. You can also create custom [Volume Profiles](Volume-Profile.html) and switch between them. To add a Volume to your Scene and edit its Volume Profile: diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md b/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md index 93c340fad87..698fd6ac263 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Glossary.md @@ -40,7 +40,7 @@ A face refers to one side of a piece of geometry. The front face is the side of #### f-number: -The ratio of the focal length to the diameter of the camera lens. +The ratio of the focal length to the diameter of the camera lens. HDRP technically uses [t-number](https://en.wikipedia.org/wiki/F-number#T-stop), but since Cameras in Unity are optically perfect, f-number and t-number are identical. @@ -137,3 +137,12 @@ A function that describes a wave that represents the human eye’s relative sens #### punctual lights: A light is considered to be punctual if it emits light from a single point. HDRPs Spot and Point Lights are punctual. +## Rendering Artifacts + + +#### disocclusion +A rendering artifact that describes the situation where a GameObject that was previously occluded becomes visible. + + +#### ghosting +A rendering artifact that describes the situation where a moving GameObject leaves a trail of pixels behind it. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md index ba666e6311b..fae814bece9 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Asset.md @@ -65,7 +65,7 @@ These settings control the draw distance and resolution of the decals atlas that | **- Atlas Width** | The Decal Atlas width. This atlas stores all decals that project onto transparent surfaces. | | **- Atlas Height** | The Decal Atlas height. This atlas stores all decals that project onto transparent surfaces. | | **- Metal and Ambient Occlusion properties** | Enable the checkbox to allow decals to affect metallic and ambient occlusion Material properties. Enabling this feature has a performance impact. | -| **- Maximum** **Decals on Screen** | The maximum number of decals you can have on screen at one time. | +| **- Maximum Clustered Decals on Screen** | The maximum number of clustered decals that can affect transparent GameObjects on screen. Clustered decals refer to a list of decals that HDRP uses when it renders transparent GameObjects. | @@ -75,7 +75,7 @@ These settings control the draw distance and resolution of the decals atlas that | ------------------------------- | ------------------------------------------------------------ | | **Enable** | Enable the checkbox to make HDRP support dynamic resolution in your Unity Project. | | **- Dynamic Resolution Type** | Use the drop-down to select the type of dynamic resolution HDRP uses:
• **Software**: This option allocates render targets to accommodate the maximum resolution possible, then rescales the viewport accordingly. This allows the viewport to render at varying resolutions. | -| **- Upscale Filter** | Use the drop-down to select the filter that HDRP uses for upscaling.
• **Bilinear**: A low quality upsample. The least resource intensive option.
• **Catmull-Rom**: A bicubic upsample with 4 taps.
• **Lanczos**: A sharp upsample. This method can potentially introduce artifacts so you should not use it for extreme upsampling cases for example, when the screen percentage is less than 50%.
• **Contrast Adaptive Sharpen**: An ultra sharp upsample. Not meant for screen percenatage less than 50% and will still sharpen when screen percentage is set to 100% | +| **- Upscale Filter** | Use the drop-down to select the filter that HDRP uses for upscaling.
• **Bilinear**: A low quality upsample. The least resource intensive option.
• **Catmull-Rom**: A bicubic upsample with 4 taps.
• **Lanczos**: A sharp upsample. This method can potentially introduce artifacts so you should not use it for extreme upsampling cases for example, when the screen percentage is less than 50%.
• **Contrast Adaptive Sharpen**: An ultra sharp upsample. This option is not meant for screen percentages less than 50% and still sharpens when the screen percentage is set to 100%. This uses **FidelityFX (CAS) AMD™**. For information about FidelityFX and Contrast Adaptive Sharpening, see [AMD FidelityFX](https://www.amd.com/en/technologies/radeon-software-fidelityfx). | | **- Minimum Screen Percentage** | The minimum screen percentage that dynamic resolution can reach. | | **- Maximum Screen Percentage** | The maximum screen percentage that dynamic resolution can reach. This value must be higher than the **Min Screen Percentage**. | | **- Force Screen Percentage** | Enable the checkbox to force HDRP to use a specific screen percentage for dynamic resolution. This feature is useful for debugging dynamic resolution. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md index 8208f9cf20b..81dcbd21614 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Camera.md @@ -19,7 +19,7 @@ The HDRP Camera shares many properties with the [Standard Unity Camera](https:// | **Volume Anchor Override** | Assign a Transform that the [Volume](Volumes.html) system uses to handle the position of this Camera. For example, if your application uses a third person view of a character, set this property to the character's Transform. The Camera then uses the post-processing and Scene settings for Volumes that the character enters.If you do not assign a Transform, the Camera uses its own Transform instead. | | **Probe Layer Mask** | Use the drop-down to set the Layer Mask that the Camera uses to exclude environment lights (light from Planar Reflection Probes and Reflection Probes). The Camera only uses Reflection Probes on Layers that you include in this Layer Mask. | | **Occlusion Culling** | Enable the checkbox to make this Camera not render GameObjects that are not currently visible. For more information, see the [Occlusion Culling documentation](). | -| **Projection** | Use the drop-down to select the projection mode for the Camera.
• **Perspective**: The Camera simulates perspective when it renders GameObjects. This means that GameObjects further from the Camera appear smaller than GameObjects that are closer.
• **Orthographic**: The Camera renders GameObjects uniformly with no perspective. This means that GameObjects further from the Camera appear to be the same size as GameObjects that are closer. | +| **Projection** | Use the drop-down to select the projection mode for the Camera.
• **Perspective**: The Camera simulates perspective when it renders GameObjects. This means that GameObjects further from the Camera appear smaller than GameObjects that are closer.
• **Orthographic**: The Camera renders GameObjects uniformly with no perspective. This means that GameObjects further from the Camera appear to be the same size as GameObjects that are closer. Currently, HDRP does not support this projection mode. If you select this projection mode, any HDRP feature that requires lighting does not work consistently. However, this projection mode does work consistently with [Unlit](Unlit-Shader.md) Materials. | | **FOV Axis** | Use the drop-down to select the axis that you want the field of view to relate to.
• **Vertical**: Allows you to set the **Field of View** using the vertical axis.
• **Horizontal**: Allows you to set the **Field of View** using the horizontal axis.This property only appears when you select **Perspective** from the **Projection** drop-down. | | **Field of View** | Use the slider to set the viewing angle for the Camera, in degrees.
This property only appears when you select **Perspective** from the **Projection** drop-down. | | **Link FOV to Physical Camera** | Enable the checkbox to make the Camera use its **Physical Settings** to calculate its viewing angle.This property only appears when you select **Perspective** from the **Projection** drop-down. | @@ -43,12 +43,12 @@ The HDRP Camera shares many properties with the [Standard Unity Camera](https:// | **Shutter Speed** | Set the exposure time for the camera. Lower values result in less exposed pictures. Use the drop-down to select the units for the exposure time. You can use **Seconds** or **1/Seconds**. This property affects [Exposure](Override-Exposure.html) if you set its **Mode** to **Use Physical Camera**. | | **Gate Fit** | Use the drop-down to select the method that Unity uses to set the size of the resolution gate (aspect ratio of the device you run the application on) relative to the film gate (aspect ratio of the Physical Camera sensor). **Vertical**: Fits the resolution gate to the height of the film gate. If the sensor aspect ratio is larger than the device aspect ratio, Unity crops the rendered image at the sides. If the sensor aspect ratio is smaller than the device aspect ratio, Unity overscans the rendered image at the sides. If you select this method, changing the sensor width (**Sensor Size** > **X** property) has no effect on the rendered image.
• **Horizontal**: Fits the resolution gate to the width of the film gate. If the sensor aspect ratio is larger than the device aspect ratio, Unity overscans the rendered image on the top and bottom. If the sensor aspect ratio is smaller than the device aspect ratio, Unity crops the rendered image on the top and bottom. If you select this method, changing the sensor height (**Sensor Size** > **Y** property) has no effect on the rendered image.
• **Fill**: Fits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.
• **Overscan**: Fits the resolution gate to either the width or height of the film gate, whichever is larger. This overscans the rendered image.
• **None**: Ignores the resolution gate and uses the film gate only. This stretches the rendered image to fit the device aspect ratio. | | **Focal Length** | Set the distance, in millimeters, between the Camera sensor and the Camera lens. Lower values result in a wider **Field of View**, and vice versa. This property affects [Depth of Field](Post-Processing-Depth-of-Field.html) if you set its **Focus Mode** to **Use Physical Camera**. | -| **Aperture** | Use the slider to set the ratio of the f-stop or [f-number](Glossary.html#f-number) aperture. The smaller the value is, the shallower the depth of field is and more light reaches the sensor. This property affects [Depth of Field](Post-Processing-Depth-of-Field.html) if you set its **Focus Mode** to **Use Physical Camera**. This property also affects [Exposure](Exposure.html) if you set its **Mode** to **Use Physical Camera**. | +| **Aperture** | Use the slider to set the ratio of the f-stop or [f-number](Glossary.html#f-number) aperture. The smaller the value is, the shallower the depth of field is and more light reaches the sensor. This property affects [Depth of Field](Post-Processing-Depth-of-Field.html) if you set its **Focus Mode** to **Use Physical Camera**. This property also affects [Exposure](Override-Exposure.html) if you set its **Mode** to **Use Physical Camera**. | | **Shift** | Set the horizontal and vertical shift from the center. Values are multiples of the sensor size; for example, a shift of 0.5 along the **X** axis offsets the sensor by half its horizontal size. You can use lens shifts to correct distortion that occurs when the Camera is at an angle to the subject (for example, converging parallel lines). Shift the lens along either axis to make the Camera frustum [oblique](https://docs.unity3d.com/Manual/ObliqueFrustum.html). | | **Blade Count** | Use the slider to set the number of diaphragm blades the Camera uses to form the aperture. This property affects the look of the [Depth of Field](Post-Processing-Depth-of-Field.html) [bokeh](Glossary.html#Bokeh). | | **Curvature** | Use the remapper to map an aperture range to blade curvature. Aperture blades become more visible on bokeh at higher aperture values. Tweak this range to define how the bokeh looks at a given aperture. The minimum value results in fully-curved, perfectly-circular bokeh, and the maximum value results in fully-shaped bokeh with visible aperture blades. This property affects the look of the [Depth of Field](Post-Processing-Depth-of-Field.html) bokeh. | | **Barrel Clipping** | Use the slider to set the strength of the “cat eye” effect. You can see this effect on bokeh as a result of lens shadowing (distortion along the edges of the frame). This property affects the look of the [Depth of Field](Post-Processing-Depth-of-Field.html) bokeh. | -| **Anamorphism** | Use the slider to stretch the sensor to simulate an anamorphic look. Positive values distort the Camera vertically, negative will distort the Camera horizontally. This property affects the look of the [Depth of Field](Post-Processing-Depth-of-Field.html) bokeh and the [Bloom](Post-Processing-Bloom) effect if you enable its **Anamorphic** property. | +| **Anamorphism** | Use the slider to stretch the sensor to simulate an anamorphic look. Positive values distort the Camera vertically, negative will distort the Camera horizontally. This property affects the look of the [Depth of Field](Post-Processing-Depth-of-Field.html) bokeh and the [Bloom](Post-Processing-Bloom.html) effect if you enable its **Anamorphic** property. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md index 599b55bc1de..e3c1be83a66 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Features.md @@ -19,7 +19,7 @@ You can run HDRP Projects on Xbox One, PS4, and compute Shader compatible device ### Virtual Reality -HDRP is compatible with VR and optimized for single-pass rendering. For more information about Virtual Reality, see the [VR documentation](VR-In-HDRP.md). +HDRP is compatible with VR and optimized for single-pass rendering. For more information about Virtual Reality, see the [VR documentation](VR-Overview.md). ### Camera-relative rendering @@ -40,7 +40,6 @@ Use Volumes to localize environmental Scene settings and post-processing effects HDRP Shaders allow you to use the following features: - [Opaque/transparent surfaces](Surface-Type.md). - - Different blend modes for transparent surfaces. - Transparent surfaces that work with fog. - Refraction and distortion for transparent surfaces. @@ -92,19 +91,19 @@ The StackLit Shader improves on the Lit Shader in favor of quality over performa ![](Images/HDRPFeatures-HairShader.png) -The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility. +The Hair Shader is purpose-built to accurately render realistic hair in your Unity Project. It uses an improved Kajiya Kay lighting model which features better energy conservation and provides you with more flexibility. For more information, including a full list of Shader properties, see the [Hair Shader documentation](Master-Node-Hair). ### Fabric Shader ![](Images/HDRPFeatures-FabricShader.png) -The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. +The Fabric Shader allows you to render realistic fabric Materials in HDRP. You can use the cotton wool or silk lighting model to create a wide variety of fabrics. For more information, including a full list of Shader properties, see the [Fabric Shader documentation](Master-Node-Fabric). ### AxF Shader ![](Images/HDRPFeatures-AxFShader.png) -The AxF Shader supports the [X-Rite AxF](https://www.xrite.com/axf) measured Material format. The AxF importer, which is part of the [Unity Industry Bundle](https://unity.com/solutions/automotive-transportation/industry-bundle), automatically populates an AxF Material when it imports AxF Assets. +The AxF Shader supports the [X-Rite AxF](https://www.xrite.com/axf) measured Material format. The AxF importer, available in [Unity Enterprise for Product Lifecylce](https://unity.com/products/unity-enterprise-product-lifecycle), automatically populates an AxF Material when it imports AxF Assets. For more information, including a full list of Shader properties, see the [AxF Shader documentation](AxF-Shader). ### Decal Shader @@ -116,7 +115,7 @@ The Decal Shader allows you to place decals on surfaces in your Scene. To apply ![](Images/HDRPFeatures-TerrainShader.png) -The Terrain Lit Shader is compatible with the built-in terrain system and supports up to eight layers in a single draw call. This Shader uses the same lighting model as the Lit Shader. +The Terrain Lit Shader is compatible with the built-in terrain system and supports up to eight layers in a single draw call. This Shader uses the same lighting model as the Lit Shader. For more information, including the full list of Shader properties, see the [Terrain Lit Shader documentation](Terrain-Lit-Shader.md). @@ -216,7 +215,7 @@ om ![](Images/HDRPFeatures-Fog.png) -In HDRP, you set up fog, inside a [Volume](Volumes.md),so you can change fog settings, or even the fog type itself, depending on the position of the Camera in the Scene. You can set the color of the fog yourself or use the color of the sky. HDRP fog affects Materials with both opaque and transparent surfaces. HDRP implements an exponential [fog](Override-Fog.md) with optional volumetric effects. +In HDRP, you set up fog, inside a [Volume](Volumes.md), so you can change fog settings, or even the fog type itself, depending on the position of the Camera in the Scene. You can set the color of the fog yourself or use the color of the sky. HDRP fog affects Materials with both opaque and transparent surfaces. HDRP implements an exponential [fog](Override-Fog.md) with optional volumetric effects. ### Light Layers @@ -250,7 +249,7 @@ HDRP uses ray tracing to replace some of its screen space effects, shadowing tec Real time raytracing effect are currently in Preview and behavior could change in the future. - [Ray-Traced Ambient Occlusion](Ray-Traced-Ambient-Occlusion.md) replaces [screen space ambient occlusion](Override-Ambient-Occlusion.md) with a more accurate, ray-traced, ambient occlusion technique that can use off screen data. -- [Ray-Traced Contact Shadows](Ray-Tracing-Contact-Shadows.md) replaces [contact shadows](Override-Contact-Shadows.md) with a more accurate, ray-traced, contact shadow technique that can use off screen data. +- [Ray-Traced Contact Shadows](Ray-Traced-Contact-Shadows.md) replaces [contact shadows](Override-Contact-Shadows.md) with a more accurate, ray-traced, contact shadow technique that can use off screen data. - [Ray-Traced Global Illumination](Ray-Traced-Global-Illumination.md) is an alternative to Light Probes and lightmaps in HDRP. - [Ray-Traced Reflections](Ray-Traced-Reflections.md) is a replacement for [screen space reflection](Override-Screen-Space-Reflection.md) that uses a ray-traced reflection technique that can use off-screen data. - [Ray-Traced Shadows](Ray-Traced-Shadows.md) replace shadow maps for Directional, Point, and Area [Lights](Light-Component.md). @@ -307,7 +306,7 @@ The Render Pipeline Debugger contains many debugging and visualization tools to ### LookDev ![](Images/HDRPFeatures-LookDev.png) -The LookDev is a viewer that allows you to import and display Assets in a good, consistent lighting environment. Use it to validate outsourced Assets or to showcase your own created Asset with HDRP. For more information on the LookDev, including a description of how to use it, see the [LookDev documentation](LookDev.md). +The LookDev is a viewer that allows you to import and display Assets in a good, consistent lighting environment. Use it to validate outsourced Assets or to showcase your own created Asset with HDRP. For more information on the LookDev, including a description of how to use it, see the [LookDev documentation](Look-Dev.md). ### MatCap mode diff --git a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md index f1a6b51ca45..08239ae0b3b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/HDRP-Sample-Content.md @@ -18,16 +18,6 @@ Additional Post-Processing Data gives you access to Textures you can use with po - Spectral Look-up Textures (designed for use in [Chromatic Aberrations](Post-Processing-Chromatic-Aberration.html)). - Look-Up Textures. -## Shader Graph Samples - -This Sample includes example Shader Graphs that show you how to use the following Master Nodes: - -* [Fabric Master Node](Master-Node-Fabric.html). -* [Hair Master Node](Master-Node-Hair.html). -* [Decal Master Node](Master-Node-Decal.html). - -The Fabric and Hair Master Nodes usually require various work from artists inside the Shader Graph and the Samples are a good head start. - ## Procedural Sky The [Procedural Sky](Override-Procedural-Sky.html) is a deprecated sky type from older versions of HDRP which you can use for compatibility. This Sample also includes an example of how to create a custom sky in your Project that is compatible with HDRP's [Volume framework](Volumes.html). HDRP will remove the Procedural Sky in a future version because it behaves incorrectly with HDRP's physically based light units. @@ -40,5 +30,5 @@ This Sample includes various examples of lit and unlit particle effects. ![Material Samples](Images/MaterialSamples.png) -This Sample includes various examples of Materials that use the [Lit Shader](Lit-Shader.html). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations. - +This Sample includes various examples of Materials. It includes Materials that use the [Lit Shader](Lit-Shader.html), [Fabric Master Node](Master-Node-Fabric.html), [Hair Master Node](Master-Node-Hair.html), and [Decal Master Node](Master-Node-Decal.html). The included Materials use effects such as subsurface scattering, displacement, and anisotropy. The **MaterialSamples** Scene requires Text Mesh Pro to display the text explanations. +The Fabric and Hair Master Nodes usually require various work from artists inside the Shader Graph and the Samples are a good head start. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/FrameSettingsAPI-watch.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/FrameSettingsAPI-watch.png new file mode 100644 index 00000000000..7b6000f35dd --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/FrameSettingsAPI-watch.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:e025291d565a2ce695ac45c8dc00c59c74ba0750da440e86245d4878c9b40a8b +size 9502 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png index 471cef78b6e..f99a790234f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-ContactShadows1.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:504ed4dc738c16bf4bbc227d0a30438c05fabe2847f3278dfbac74bcee8a8e87 -size 20392 +oid sha256:1a422374528d2c7b1aa36a22bef66d6b1c08938da684a8f40d8f3e92a41c8f1b +size 17389 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VisualEnvironment1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VisualEnvironment1.png index 4aa66ae1e85..a6e1d2800c7 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VisualEnvironment1.png +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/Override-VisualEnvironment1.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:b4948b0c2903292ee7b3f1dcafd3a24222792717fc2452fdfc93bc5eb04e0ba0 -size 12499 +oid sha256:b719530b89c9920987a4091f36a52189a7d230f35c34b3f0b5edba74a398d8d0 +size 10843 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/TerrainLitShader1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/TerrainLitShader1.png new file mode 100644 index 00000000000..930b14bca24 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Images/TerrainLitShader1.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:33e6168455c6873019999e3206267be8e3f7a93d6ef9e9d9c94c0c13949f2fbf +size 45539 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting1.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting1.png deleted file mode 100644 index 2e653c96395..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting1.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:e93f3e969405031a0b0ab665441d433350ee4560108b83e35fa8ecc9ab3b1750 -size 5823 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting2.png b/com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting2.png deleted file mode 100644 index e410c9c1561..00000000000 --- a/com.unity.render-pipelines.high-definition/Documentation~/Images/VolumetricLighting2.png +++ /dev/null @@ -1,3 +0,0 @@ -version https://git-lfs.github.com/spec/v1 -oid sha256:c9e453bbd6f2834915a61cb6e6be8abcee01dc6ec3814184a4b73761ad8c8597 -size 20335 diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Known-Issues.md b/com.unity.render-pipelines.high-definition/Documentation~/Known-Issues.md new file mode 100644 index 00000000000..de23133f805 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Known-Issues.md @@ -0,0 +1,15 @@ +# Known issues + +This page contains information on known about issues you may encounter while using HDRP. Each entry describes the issue and then details the steps to follow in order to resolve the issue. + +## Material array size + +If you upgrade your HDRP Project to a later version, you may encounter an error message similar to: + +``` +Property (_Env2DCaptureForward) exceeds previous array size (48 vs 6). Cap to previous size. + +UnityEditor.EditorApplication:Internal_CallGlobalEventHandler() +``` + +To fix this issue, restart the Unity editor. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md index ccfbab2ed6b..a889989aa30 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Light-Component.md @@ -55,7 +55,7 @@ To make the Light work with the **Animation window**, when you click on the **Ad | **Property** | **Description** | | --------------- | ------------------------------------------------------------ | | **Type** | Defines the Light’s type. Lights of different Types behave differently, so when you change the **Type**, the properties change in the Inspector. Possible types are:
• Directional
• Point
• Spot
• Area | -| **Mode** | Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) that HDRP uses to determine how to bake a Light, if at all. Possible modes are:
• [Realtime](https://docs.unity3d.com/Manual/LightMode-Realtime.html)
• [Mixed](https://docs.unity3d.com/Manual/LightMode-Mixed.html)
• [Baked](https://docs.unity3d.com/Manual/LightMode-Baked.html) | +| **Mode** | Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) that HDRP uses to determine how to bake a Light, if at all. Possible modes are:
• [Realtime](https://docs.unity3d.com/Manual/LightMode-Realtime.html): Unity performs the lighting calculations for Realtime Lights at runtime, once per frame.
• [Mixed](https://docs.unity3d.com/Manual/LightMode-Mixed.html): Mixed Lights combine elements of both realtime and baked lighting.
• [Baked](https://docs.unity3d.com/Manual/LightMode-Baked.html): Unity performs lighting calculations for Baked Lights in the Unity Editor, and saves the results to disk as lighting data. Note that soft falloff/range attenuation is not supported for Baked Area Lights. | | **Light Layer** | A mask that allows you to choose which Light Layers this Light affects. The affected Light only lights up Mesh Renderers with a matching **Rendering Layer Mask**.
This property only appears when you enable [more options](More-Options.html) for this section. | #### Light Types guide @@ -77,7 +77,7 @@ These settings define the area this Light affects. Each Light **Type** has its o | **Property** | **Description** | | ------------------- | ------------------------------------------------------------ | -| **Shape** | HDRP Spot Lights can use three shapes.
• **Cone** : Projects light from a single point at the GameObject’s position, out to a circular base, like a cone. Alter the radius of the circular base by changing the **Outer Angle** and the **Range**.
• **Pyramid** : Projects light from a single point at the GameObject’s position onto a base that is a square with its side length equal to the diameter of the **Cone**.
• **Box** : Projects light evenly across a rectangular area defined by a horizontal and vertical size. | +| **Shape** | HDRP Spot Lights can use three shapes.
• **Cone** : Projects light from a single point at the GameObject’s position, out to a circular base, like a cone. Alter the radius of the circular base by changing the **Outer Angle** and the **Range**.
• **Pyramid** : Projects light from a single point at the GameObject’s position onto a base that is a square with its side length equal to the diameter of the **Cone**.
• **Box** : Projects light evenly across a rectangular area defined by a horizontal and vertical size. This light has no attenuation unless **Range Attenuation** is checked. | | **Outer Angle** | The angle in degrees at the base of a Spot Light’s cone. This property is only for Lights with a **Cone Shape**. | | **Inner Angle (%)** | Determines where the attenuation between the inner cone and the outer cone starts. Higher values cause the light at the edges of the Spot Light to fade out. Lower values stop the light from fading at the edges. This property is only for Lights with a **Cone Shape**. | | **Spot Angle** | The angle in degrees used to determine the size of a Spot Light using a **Pyramid** shape. | @@ -150,7 +150,7 @@ These settings define the emissive behavior of your Light. You can set the Light | **Affect Specular** | Enable the checkbox to apply [specular](https://docs.unity3d.com/Manual/shader-NormalSpecular.html) lighting to this Light.
This property only appears when you enable [more options](More-Options.html) for this section. It is only available in Realtime or Mixed light **Mode**. | | **Range Attenuation** | Enable the checkbox to make this Light shine uniformly across its range. This stops light from fading around the edges. This setting is useful when the range limit is not visible on screen, and you do not want the edges of your light to fade out. This property is available for all **Light Types** except **Directional**.
This property only appears when you enable [more options](More-Options.html) for this section. It is only available in Realtime or Mixed light **Mode** for **Type** Area. | | **Fade Distance** | The distance between the Light source and the Camera at which the Light begins to fade out. Measured in meters. This property is available for all **Light Types** except **Directional**.
This property only appears when you enable [more options](More-Options.html) for this section. It is only available in Realtime or Mixed light **Mode**. | -| **Dimmer** | Dims the Light. Does not affect the intensity of the light. You can also modify this property via [Timeline](https://docs.unity3d.com/Manual/TimelineSection.html), Scripting or [animation](https://docs.unity3d.com/Manual/animeditor-AnimatingAGameObject.html). The parameter lets you fade the Light in and out without having to store its original intensity.
This property only appears when you enable [more options](More-Options.html) for this section. It is only available in Realtime or Mixed light **Mode**. | +| **Intensity Multiplier** | A multiplier that gets applied to the intensity of the Light. Does not affect the intensity value, but only gets applied during the evaluation of the lighting. You can also modify this property via [Timeline](https://docs.unity3d.com/Manual/TimelineSection.html), Scripting or [animation](https://docs.unity3d.com/Manual/animeditor-AnimatingAGameObject.html). The parameter lets you fade the Light in and out without having to store its original intensity.
This property only appears when you enable [more options](More-Options.html) for this section. It is only available in Realtime or Mixed light **Mode**. | | **Display Emissive Mesh** | Enable the checkbox to make Unity automatically generate a Mesh with an emissive Material using the size, colour, and intensity of this Light. Unity automatically adds the Mesh and Material to the GameObject the Light component is attached to. This property is available for **Rectangle** and **Tube** Lights.
This property only appears when you enable [more options](More-Options.html) for this section. | #### Spot Light @@ -184,13 +184,13 @@ These settings define the volumetric behavior of this Light. Alter these setting ### **Shadows** -Use the Shadows section to adjust the Shadows cast by this Light. HDRP currently does not support shadowing **Tube** Lights. Because of this, Unity does not expose the **Shadows** drop-down section in the Inspector when you select this **Type**. The Light **Types** that HDRP does support shadowing for (**Spot**, **Directional**, and **Point**) share almost all of their properties. +Use this section to adjust the Shadows cast by this Light. -Unity exposes extra properties in the **Shadows** section depending on the **Mode** you set in the [General](#GeneralProperties) section. It also exposes extra properties depending on the **Filtering Quality** set in your Unity Project’s [HDRP Asset](HDRP-Asset.html). To change the **Filtering Quality** property, navigate to your Project’s **HDRP Asset > Shadows** and use the **Filtering Quality** drop-down to select the shadow filtering mode. Setting **Filtering Quality** to **High** exposes extra properties in the Light Inspector’s **Shadow** drop-down section. +Unity exposes extra properties in this section depending on the **Mode** you set in the [General](#GeneralProperties) section. Unity also exposes extra properties depending on the **Filtering Quality** set in your Unity Project’s [HDRP Asset](HDRP-Asset.html). -• For more information on shadow filtering in HDRP, see the documentation on [Shadow Filtering](Shadows-in-HDRP.html#ShadowFiltering). +• For more information on shadow filtering in HDRP, see [Shadow Filtering](Shadows-in-HDRP.html#ShadowFiltering). -• For a list of the the available filter quality presets in HDRP, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities). +• For a list of the available filter quality presets in HDRP, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities). #### Properties @@ -202,24 +202,24 @@ This section is only available in Realtime or Mixed light **Mode**. | -------------------------- | ------------------------------------------------------------ | | **Enable** | Enable the checkbox to let this Light cast shadows. | | **Update Mode** | Use the drop-down to select the mode that HDRP uses to determine when to update a shadow map.
For information on the modes available, see the [Shadows in HDRP documentation](Shadows-in-HDRP.html#ShadowUpdateMode). | -| **Resolution** | Set the resolution of this Light’s shadow maps. Use the drop-down to set the modeIf you enable , use the drop-down to select which quality mode to derive the resolution from. If you do not enable **Use Quality Settings**, set the resolution, measured in pixels, in the input field.A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage, so if you experience any performance issues, try using a lower value. | +| **Resolution** | Set the resolution of this Light’s shadow maps. Use the drop-down to select which quality mode to derive the resolution from. If you do not enable **Use Quality Settings**, or you select **Custom**, set the resolution, measured in pixels, in the input field.
A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage, so if you experience any performance issues, try using a lower value. | | **Near Plane** | The distance, in meters, from the Light that GameObjects begin to cast shadows. | | **Shadowmask Mode** | Defines how the shadowmask behaves for this Light. For detailed information on each **Shadowmask Mode**, see the documentation on [Shadowmasks](Shadows-in-HDRP.html#ShadowmaskModes). This property is only visible if you tet the **Mode**, under [General](#GeneralProperties), to **Mixed**. | -| **Slope-Scale Depth Bias** | Use the slider to set the bias that HDRP adds to the distance in this Light's shadow map to avoid self intersection. This bias is proportional to the slope of the polygons represented in the shadow map.
This property only appears when you enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Normal Bias** | Controls the amount of normal [bias](https://docs.unity3d.com/Manual/ShadowOverview.html#LightBias) this Light applies along the [normal](https://docs.unity3d.com/Manual/AnatomyofaMesh.html) of the illuminated surface.
This property only appears when you enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Custom Spot Angle** | Enable the checkbox to use a custom angle to render shadow maps with.
This property only appears if you select **Spot** from the **Type** drop-down and enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Shadow Angle** | Use the slider to set a custom angle to use for shadow map rendering.
This property only appears if you enable **Custom Spot Angle** and enable the [advanced properties](Advanced-Properties.html) for this section. | +| **Slope-Scale Depth Bias** | Use the slider to set the bias that HDRP adds to the distance in this Light's shadow map to avoid self intersection. This bias is proportional to the slope of the polygons represented in the shadow map.
This property only appears when you enable [more options](More-Options.html) for this section. | +| **Normal Bias** | Controls the amount of normal [bias](https://docs.unity3d.com/Manual/ShadowOverview.html#LightBias) this Light applies along the [normal](https://docs.unity3d.com/Manual/AnatomyofaMesh.html) of the illuminated surface.
This property only appears when you enable [more options](More-Options.html) for this section. | +| **Custom Spot Angle** | Enable the checkbox to use a custom angle to render shadow maps with.
This property only appears if you select **Spot** from the **Type** drop-down and enable [more options](More-Options.html) for this section. | +| **Shadow Angle** | Use the slider to set a custom angle to use for shadow map rendering.
This property only appears if you enable **Custom Spot Angle** and enable [more options](More-Options.html) for this section. | | **Shadow Cone** | Use the slider to set the aperture of the shadow cone this area Light uses for shadowing. This property only appears if you select **Rectangle** from the **Type** drop-down. | -| **EVSM Exponent** | Use the slider to set the exponent this area Light uses for depth warping. [EVSM](Glossary.html#ExponentialVarianceShadowMap) modifies its shadow distribution representation by this exponent. Increase this value to reduce light leaking and change the appearance of the shadow. This property only appears if you select **Rectangle** from the **Type** drop-down and enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Light Leak Bias** | Use this slider to set the bias that HDRP uses to prevent light leaking through Scene geometry. Increasing this value prevents light leaks, but removes some of the shadow softness. This property only appears if you select **Rectangle** from the **Type** drop-down and enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Variance Bias** | Use the slider to fix numerical accuracy issues in the [EVSM](Glossary.html#ExponentialVarianceShadowMap). This property only appears if you select **Rectangle** from the **Type** drop-down and enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Blur Passes** | Use the slider to set the number of blur passes HDRP performs on this shadow map. Increasing this value softens shadows, but impacts performance. This property only appears if you select **Rectangle** from the **Type** drop-down and enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Dimmer** | Dims the shadows this Light casts so they become more faded and transparent.
This property only appears when you enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Tint** | Tint the shadows this Light casts so they become colored and transparent.
This property only appears when you enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Penumbra Tint** | Defines if the tint should only affect the penumbra. This option affect dynamic shadows, contact shadows and shadow mask.
This property only appears when you enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Fade Distance** | The distance, in meters, between the Camera and the Light at which shadows fade out. This property is available for **Spot** and **Point** Lights.
This property only appears when you enable the [advanced properties](Advanced-Properties.html) for this section. | -| **Link Light Layer** | Enable the checkbox to use the same [Light Layer](Light-Layers.html) for shadows and lighting. If you enable this feature, then HDRP uses the Light Layer from the **Light Layer** drop-down in the **General** section for shadowing. If you disable this feature, then HDRP uses the **Light Layer** drop-down in this section for shadowing.
This property only appears if you enable the [advanced properties](Advanced-Properties.html) for this section.To access this property, enable **Light Layers** in your [HDRP Asset](HDRP-Asset.html). | -| **Light Layer** | Use the drop-down to set the Light Layer HDRP uses for shadowing. This Light therefore only casts shadows for GameObjects that use a matching Light Layer. For more information about using Light Layers for shadowing, see [Shadow Light Layers](Light-Layers.html#ShadowLightLayers).
This property only appears if you enable the [advanced properties](Advanced-Properties.html) for this section.To access this property, disable the **Link Light Layer** checkbox. | +| **EVSM Exponent** | Use the slider to set the exponent this area Light uses for depth warping. [EVSM](Glossary.html#ExponentialVarianceShadowMap) modifies its shadow distribution representation by this exponent. Increase this value to reduce light leaking and change the appearance of the shadow. This property only appears if you select **Rectangle** from the **Type** drop-down and enable [more options](More-Options.html) for this section. | +| **Light Leak Bias** | Use this slider to set the bias that HDRP uses to prevent light leaking through Scene geometry. Increasing this value prevents light leaks, but removes some of the shadow softness. This property only appears if you select **Rectangle** from the **Type** drop-down and enable [more options](More-Options.html) for this section. | +| **Variance Bias** | Use the slider to fix numerical accuracy issues in the [EVSM](Glossary.html#ExponentialVarianceShadowMap). This property only appears if you select **Rectangle** from the **Type** drop-down and enable [more options](More-Options.html) for this section. | +| **Blur Passes** | Use the slider to set the number of blur passes HDRP performs on this shadow map. Increasing this value softens shadows, but impacts performance. This property only appears if you select **Rectangle** from the **Type** drop-down and enable [more options](More-Options.html) for this section. | +| **Dimmer** | Dims the shadows this Light casts so they become more faded and transparent.
This property only appears when you enable [more options](More-Options.html) for this section. | +| **Tint** | Specifies whether HDRP should tint the shadows this Light casts. This option affects dynamic shadows, [Contact Shadows](Override-Contact-Shadows.md), and [ShadowMask](Lighting-Mode-Shadowmask.md). It does not affect baked shadows. You can use this behavior to change the color and transparency of shadows.
This property only appears when you enable the [more options](More-Options.html) for this section. | +| **Penumbra Tint** | Specifies whether the tint should only affect the shadow's penumbra. If you enable this property, HDRP only applies the color tint to the shadow's penumbra. If you disable this property, HDRP applies the color tint to the entire shadow including the penumbra. To change the color HDRP tints the shadow to, see the above **Tint** property.
This property only appears when you enable the [more options](More-Options.htmlMore-Options.html) for this section. | +| **Fade Distance** | The distance, in meters, between the Camera and the Light at which shadows fade out. This property is available for **Spot** and **Point** Lights.
This property only appears when you enable [more options](More-Options.html) for this section. | +| **Link Light Layer** | Enable the checkbox to use the same [Light Layer](Light-Layers.html) for shadows and lighting. If you enable this feature, then HDRP uses the Light Layer from the **Light Layer** drop-down in the **General** section for shadowing. If you disable this feature, then HDRP uses the **Light Layer** drop-down in this section for shadowing.
This property only appears if you enable [more options](More-Options.html) for this section.To access this property, enable **Light Layers** in your [HDRP Asset](HDRP-Asset.html). | +| **Light Layer** | Use the drop-down to set the Light Layer HDRP uses for shadowing. This Light therefore only casts shadows for GameObjects that use a matching Light Layer. For more information about using Light Layers for shadowing, see [Shadow Light Layers](Light-Layers.html#ShadowLightLayers).
This property only appears if you enable [more options](More-Options.html) for this section.To access this property, disable the **Link Light Layer** checkbox. | ##### Contact Shadows diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md index 9139c06071f..28a8fb207c0 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Shader.md @@ -90,6 +90,6 @@ Unity exposes this section if you select **Transparent** from the **Surface Type | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | -| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | +| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | | **Specular Occlusion Mode** | Use the drop-down to select the mode that HDRP uses to calculate specular occlusion.
• **Off**: Disables specular occlusion.
• **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector.
• **From Bent Normal**: Calculates specular occlusion from the bent normal map. | | **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md index c05d659b76f..ed1011652be 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md @@ -43,7 +43,7 @@ These properties control how Unity tessellates your Material's surface and smoot | **Properties** | **Description** | | ---------------------------- | ------------------------------------------------------------ | | **Tessellation Mode** | Specifies whether HDRP applies Phong tessellation or not. Materials can use a [displacement map](Displacement-Mode.html) to tessellate a mesh. To smooth the result of displacement, you can also apply Phong tessellation. The options for the property are:
• **None**: HDRP only uses the displacement map to tessellate the mesh. If you do not assign a displacement map for this Material and select this option, HDRP does not apply tessellation.
• **Phong**: HDRP applies Phong tessellation to the mesh. Phong tessellation applies vertex interpolation to make geometry smoother. If you assign a displacement map for this Material and select this option, HDRP applies smoothing to the displacement map. | -| **Tessellation Factor** | The number of subdivisions that a triangle can have. If you want more subdivisions, set this to a higher value. More subdivisions increase the strength of the tessellation effect and further smooths the geometry. Note that higher values also increase the resource intensity of the tessellation effect. To maintain good performance on the Xbox One or PlayStation 4, do not use values greater than 15. This is because these platforms can not consistently handle this many subdivisions. | +| **Tessellation Factor** | The number of subdivisions that a triangle can have. If you want more subdivisions, set this to a higher value. More subdivisions increase the strength of the tessellation effect and further smooths the geometry. Note that higher values also increase the resource intensity of the tessellation effect. To maintain good performance on the Xbox One or PlayStation 4, do not use values greater than 15. This is because these platforms cannot consistently handle this many subdivisions. | | **Start Fade Distance** | The distance (in meters) to the Camera at which tessellation begins to fade out. HDRP fades tessellation out from this distance up until **End Fade Distance**, at which point it stops tessellating triangles altogether. | | **End Fade Distance** | The maximum distance (in meters) to the Camera at which HDRP tessellates triangles. HDRP does not tessellate triangles at distances that are further from the Camera further than this distance. | | **Triangle Size** | The screen space size (in pixels) at which HDRP should subdivide a triangle. For example, if you set this value to **100**, HDRP subdivides triangles that take up 100 pixels. If you want HDRP to tessellate smaller triangles, and thus produce smoother geometry, set this to a lower value.Note: increasing the number of triangles that this Shader tessellates makes the effect more resource intensive to process. | @@ -107,6 +107,6 @@ Unity exposes this section if you select **Transparent** from the **Surface Type | **Property** | **Description** | | ---------------------------- | ------------------------------------------------------------ | -| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | +| **Enable GPU instancing** | Enable the checkbox to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | | **Specular Occlusion Mode** | Use the drop-down to select the mode that HDRP uses to calculate specular occlusion.
• **Off**: Disables specular occlusion.
• **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector.
• **From Bent Normal**: Calculates specular occlusion from the bent normal map. | | **Add Precomputed Velocity** | Enable the checkbox to use precomputed velocity information stored in an Alembic file. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Look-Dev.md b/com.unity.render-pipelines.high-definition/Documentation~/Look-Dev.md index 183eb98ac78..db12c7feac2 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Look-Dev.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Look-Dev.md @@ -1,142 +1,6 @@ # Look Dev +Look Dev is an image-based lighting tool that you can use to test how your Assets look in various lighting conditions. -Look Dev is an image-based lighting tool that contains a viewer for you to check and compare Assets to ensure they work well in various lighting conditions. Look Dev uses the Scriptable Render Pipeline, so it can display the Asset in the same way as it looks in your Scene. You can load Assets into Look Dev either as Prefabs or from the Hierarchy window. +For more information, see [the SRP Core documentation.](https://docs.unity3d.com/Packages/com.unity.render-pipelines.core@latest/index.html?subfolder=/manual/Look-Dev.html) -Look Dev is only available in Edit mode. The Look Dev window closes when you enter Play mode. - -### Asset validation - -Asset validation confirms whether Assets are authored correctly and behave as expected in different lighting environments. - -You must use an HDRI (high dynamic range image) to validate your Assets in Look Dev. An HDRI contains real-world lighting with incredibly high detail. As such, it offers perfect lighting that is difficult to create by hand. By using such an accurate lighting environment to test an Asset, you can determine whether the Asset itself or your Project's lighting is reducing the visual quality of your Scene. - -You can load two different Assets into Look Dev at the same time and compare them in two viewports. For example, an Art Director can check that a new Asset matches the art direction guidelines of a reference Asset. - -## Using Look Dev - -To open Look Dev in the Unity Editor, select **Window > Render Pipeline > Look Dev**. The first time you use Look Dev, you must either create a new [Environment Library](Look-Dev-Environment-Library.html) or load one. For information on how to create an Environment Library, see the [Environment Library documentation](Environment-Library.html). - -### Viewports - -By default, there is only one viewport in Look Dev, but you can choose from a selection of split-screen views (see the [Multi-view section](#MultiView)). - -### Controls - -Navigation with the Look Dev Camera works in a similar way to the [Scene view Camera](https://docs.unity3d.com/Manual/SceneViewNavigation.html): - -- **Rotate around pivot:** Left click and drag (this is similar to the Scene view except that you need to press the Alt key for the Scene view Camera). -- **Pan camera:** Middle click and drag. -- **Zoom:** Alt + right click and drag. -- **Forward/backward:** Mouse wheel. -- **First Person mode:** Right click + W, A,S, and D. - -### Loading Assets into Look Dev - -Look Dev lets you view: - -**Prefabs** - To load a Prefab into Look Dev, drag it from the Project window into the Look Dev viewport. - -**GameObjects** - To load a copy of a Hierarchy GameObject, drag the GameObject from the Hierarchy into the Look Dev viewport. - - - -## Viewport modes - -Use the toolbar in the top-left of the window to change which viewing mode Look Dev uses. - -### Single viewport - -![](Images/LookDev1.png) - -By default, Look Dev displays a single viewport which contains the Prefab or GameObject you are working with. If you are in another viewing mode, you can click either the number **1** or number **2** button to go back to single view. Each button corresponds to a viewport in Look Dev. Select button **1** to use viewport 1, and button 2 to use viewport **2**. - - - -### Multi-viewport - -![](Images/LookDev2.png) - -Use multiple viewports to compare different environments and settings for the same Asset. You can arrange viewports: - -- Vertically side-by-side. Use this mode to compare two different lighting conditions on the same Asset to check that the Asset behaves correctly. -- Horizontally side-by-side. Use this mode to compare two different lighting conditions for horizontal objects, like an environment Asset, to check that the Asset behaves correctly. -- Split-screen. Use this mode investigate texture problems using a debug Shader mode (for example, use one screen to view Normal or Albedo shading, and the other for environment-lit mode). -- Side-by-side and split-screen: Use this mode to compare two different versions of the same Asset using the same lighting conditions to see which changes improve the Asset’s quality. - -All three of these modes are useful to compare two different versions of the same Asset using the same lighting conditions to see which changes improve the Asset’s quality. - -To load a different Prefab or Hierarchy GameObject into each split-screen view, drag and drop the Asset into the viewport that you want to view it in. - -When using multiple viewports, it only makes sense to compare different Prefabs or GameObjects when you want to look at two versions of the same Asset. Comparing completely different Assets doesn’t give you a good idea of the difference in lighting or visual effect. - -##### Vertical or horizontal side-by-side - -Vertical and horizontal side-by-side viewports show an identical view of your Asset. - -![](Images/LookDev3.png) - -##### Split-screen - -In a split-screen view, there is a red/blue manipulation Gizmo that separates the two viewports. For information on how to use this Gizmo, see [Using the manipulation Gizmo](#ManipulationGizmo). - -![](Images/LookDev4.png) - -#### Multi-viewport Camera - -By default, Look Dev synchronizes the camera movement for both views. To decouple the Cameras from one another, and manipulate them independently, click the **Synchronized Cameras** button in-between the two numbered Camera buttons. - -![](Images/LookDev5.png) - -To align the cameras with each other, or reset them, click on the drop-down arrow next to the viewport **2** icon: - -![](Images/LookDev6.png) - - - -### Using the manipulation Gizmo - -The manipulation Gizmo represents the separation plane between the two viewports. It has different behavior in split-screen mode, but you use it in the same way for both side-by-side or split-screen modes. - -#### Moving the separator - -To move the separator, click and drag the straight line of the Gizmo to the location you want. - -![](Images/LookDev7.png) - -#### Changing the orientation and length - -To change the orientation and length of the manipulator Gizmo, click and drag the circle at either end of the manipulator. Changing the length of the Gizmo lets you set the orientation and [blending](#Blending) values more precisely. - -![](Images/LookDev8.png)) - -#### Changing the split in increments - -To change the split in increments, click and hold the circle on the end of the manipulation Gizmo, then hold Shift as you move the mouse. This snaps the manipulation Gizmo to set angles in increments of 22.5°, which is useful for a perfectly horizontal, vertical or diagonal angle. - - - -#### Blending - -The central white circle on the separator allows you to blend between the two views. Left click on it and drag along the red line to blend the left-hand view with the right-hand view. Drag along the blue line to blend the right-hand view with the left-hand view (as shown in the image below). - -The white circle automatically snaps back into the center when you drag it back. This helps you get back to the default blending value quickly. - -![](Images/LookDev9.png) - -### HDRI environments in Look Dev - -Lighting in Look Dev uses an HDRI. The Look Dev view allows you to manipulate and easily switch between HDRIs to simulate different environments for the Asset you are working on. - -Look Dev uses the [Environment Library](Look-Dev-Environment-Library.html) Asset to store a list of environments, which are HDRIs with extra properties that you can use to further refine the environment. For information on how to create, edit, and assign Environment Libraries, see the [Environment Library documentation](Environment-Library.html#Creation). - -## Implementing Look Dev for your custom Scriptable Render Pipeline - -In order to use Look Dev in your custom Scriptable Render Pipeline, you must implement the **UnityEngine.Rendering.LookDev.IDataProvider** interface. - -| **Function** | **Description** | -| ------------------------------------------------------------ | ------------------------------------------------------------ | -| **void FirstInitScene(StageRuntimeInterface stage)** | Look Dev calls this function after it initializes the Scene with a Light and Camera. It uses this function to add and configure extra components according to the needs of your Scriptable Render Pipeline. | -| **void UpdateSky(Camera camera, Sky sky, StageRuntimeInterface stage)** | Look Dev uses this function to update the environment when you change something in Look Dev. You can handle the sky in various ways, so add code that corresponds to your Scriptable Render Pipeline. | -| **IEnumerable****** **supportedDebugModes { get; }** | Use this function to specify the list of supported debug modes. You do not need to add **None** because Look Dev handles that automatically. | -| **void UpdateDebugMode(int debugIndex)** | Use this function to update the debug mode based on what the user selects. The **debugIndex** matches the list in **supportedDebugModes**. If the user selects **None**, then the **debugIndex** is **-1**; | -| **void GetShadowMask(ref RenderTexture output, StageRuntimeInterface stage)** | This function computes a shadow map. The given **StageRuntimeInterface** contains access to the Camera and a Light simulating the sun. | \ No newline at end of file +![](Images/HDRPFeatures-LookDev.png) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md index 23849c39b29..6a20168dd96 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Decal.md @@ -23,7 +23,7 @@ There are properties on the Master Node, and properties on each Material. Master ![](Images/MasterNodeDecal1.png)) -The following table describes the input ports on a Decal Master Node, including the property type and Shader stage used for each port. For more information on Shader stages, see [Shader Stage]([https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Shader-Stage.html](https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Shader-Stage.html)). +The following table describes the input ports on a Decal Master Node, including the property type and Shader stage used for each port. For more information on Shader stages, see [Shader Stage](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Shader-Stage.html). | Property | Type | Stage | Description | | --------------------- | -------- | -------- | ------------------------------------------------------------ | @@ -55,12 +55,14 @@ To view these properties, click the **Cog** in the top right of the Master Node. | **Affects Ambient Occlusion** | Enable or disable the effect of the **Ambient Occlusion** property. | | **Affects Smoothness** | Enable or disable the effect of the **Smoothness** property. | | **Affects Emission** | Enable or disable the effect of the **Emission** property. | +| **Override ShaderGUI** | Lets you override the [ShaderGUI](https://docs.unity3d.com/ScriptReference/ShaderGUI.html) that this Shader Graph uses. If `true`, the **ShaderGUI** property appears, which lets you specify the ShaderGUI to use. | +| **- ShaderGUI** | The full name of the ShaderGUI class to use, including the class path. | ### Material Properties -These properties are in the **Exposed Properties** section of the Inspector, alongside the properties that you exposed in the Shader Graph's Blackboard. +These properties are in the **Exposed Properties** section of the Inspector, alongside the properties that you exposed in the Shader Graph's Blackboard. If you set **Override ShaderGUI** to `true`, the Material Properties section does not appear, and instead, the ShaderGUI you specified appears. | Property | Description | | ------------------------- | ------------------------------------------------------------ | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md index 59df92f30a9..52ec484c2af 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Fabric.md @@ -6,7 +6,7 @@ You can use the Fabric Material to render various types of fabric in the High De ## Creating and editing a Fabric Material -Fabric Materials use a Shader Graph Master Node which means you cannot edit any of its properties in the Inspector. Fabric Materials use a Shader Graph Master Node, so you need to use a specific process to create and edit a Material that uses it. For information on how to do this, see [Creating and Editing HDRP Shader Graphs](Creating-and-Editing-HDRP-Shader-Graphs). +Fabric Materials use a Shader Graph Master Node which means you cannot edit any of its properties in the Inspector. Fabric Materials use a Shader Graph Master Node, so you need to use a specific process to create and edit a Material that uses it. For information on how to do this, see [Customizing HDRP materials with Shader Graph](Customizing-HDRP-materials-with-Shader-Graph.md). When you apply the node to a Material, the **Surface Options** and **Exposed Properties** become available to edit in the Material’s Inspector. @@ -27,7 +27,7 @@ There are properties on the Master Node, and properties on each Material. Master -The following table describes the input ports on a Fabric Master Node, including the property type and Shader stage used for each port. For more information on Shader stages, see [Shader Stage]([https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Shader-Stage.html](https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Shader-Stage.html)). +The following table describes the input ports on a Fabric Master Node, including the property type and Shader stage used for each port. For more information on Shader stages, see [Shader Stage](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Shader-Stage.html). | **Property** | **Type** | **Stage** | **Description** | | ---------------------- | ----------------- | --------- | ------------------------------------------------------------ | @@ -37,11 +37,11 @@ The following table describes the input ports on a Fabric Master Node, including | **BaseColor** | Vector 3 | Fragment | The color of the Material. To assign an image, connect a sampled Texture2D to this Master Node. | | **SpecularOcclusion** | Vector 1 | Fragment | A multiplier for the intensity of specular global illumination. This port only appears when you set **Specular Occlusion Mode** to **Custom**. | | **Normal** | Vector 3 | Fragment | The normal of the point in tangent space. To handle this property, you should use multiple maps. One map for the base and one map for the fabric thread that adds the additional details. | -| **BentNormal** | Vector 3 | Fragment | The [bent normal](Glossary.html#BentNormalMap) of the point. | +| **BentNormal** | Vector 3 | Fragment | The [bent normal](Glossary.md#BentNormalMap) of the point. | | **Smoothness** | Vector 1 | Fragment | The appearance of the primary specular highlight. Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. For a rougher surface, set this to a lower value. | | **AmbientOcclusion** | Vector1 | Fragment | A multiplier for the intensity of diffuse global illumination. Set this to **0** to remove all global illumination. | | **SpecularColor** | Vector3 | Fragment | The color of the specular highlight. To assign an image, connect a sampled Texture2D to this Master Node. | -| **Diffusion Profile** | Diffusion Profile | Fragment | Specifies which [Diffusion Profile](Diffusion-Profile.html) the Material uses for subsurface scattering and/or transmission. This port only appears when you enable **Subsurface Scattering** or **Transmission**. | +| **Diffusion Profile** | Diffusion Profile | Fragment | Specifies which [Diffusion Profile](Diffusion-Profile.md) the Material uses for subsurface scattering and/or transmission. This port only appears when you enable **Subsurface Scattering** or **Transmission**. | | **SubsurfaceMask** | Vector1 | Fragment | Indicates whether subsurface scattering should affect the shaded point. This port only appears when you enable the **Subsurface Scattering** setting. | | **Thickness** | Vector1 | Fragment | The thickness of the surface that HDRP uses to evaluate transmission. This port only appears when you enable the **Transmission** setting. | | **Tangent** | Vector3 | Fragment | The tangent of the point in tangent space. This is useful when the surface has a non-null anisotropy value. This port only appears when you set **Material Type** to **Silk**. | @@ -49,8 +49,8 @@ The following table describes the input ports on a Fabric Master Node, including | **Emission** | Vector 3 | Fragment | The Material's emission color value. The RGB values you assign should be between 0-255. The Intensity value should be within the range **-10** and **10**. | | **Alpha** | Vector 1 | Fragment | The Material's alpha value. The Material uses this for transparency and/or alpha clip. HDRP expects a range from **0** to **1**. This port only appears when you set **Material Type** to **Silk**. | | **AlphaClipThreshold** | Vector 1 | Fragment | The alpha value limit that HDRP uses to determine whether it should render each pixel of the Material. If the alpha value of the pixel is equal to or higher than this threshold then HDRP renders the pixel. If the value is lower than this threshold then HDRP does not render the pixel. This port only appears when you enable the **Alpha Clipping** setting. | -| **BakedGI** | Vector 3 | Fragment | Replaces the built-in diffuse global illumination (GI) solution with a value that you can set. This is for the front [face](Glossary.html#Face) of the Mesh only.This port only appears when you enable the **Override Baked GI** setting. | -| **BakedBackGI** | Vector3 | Fragment | Replaces the built-in diffuse GI solution with a value that you can set. This is for the back [face](Glossary.html#Face) of the Mesh only.This port only appears when you enable the **Override Baked GI** setting. | +| **BakedGI** | Vector 3 | Fragment | Replaces the built-in diffuse global illumination (GI) solution with a value that you can set. This is for the front [face](Glossary.md#Face) of the Mesh only.This port only appears when you enable the **Override Baked GI** setting. | +| **BakedBackGI** | Vector3 | Fragment | Replaces the built-in diffuse GI solution with a value that you can set. This is for the back [face](Glossary.md#Face) of the Mesh only.This port only appears when you enable the **Override Baked GI** setting. | | **DepthOffset** | Vector 1 | Fragment | The value that the Shader uses to increase the depth of the fragment by.. This port only appears when you enable the **Depth Offset setting**. | @@ -73,7 +73,7 @@ To view these properties, click the **Cog** in the top right of the Master Node. | **Alpha Clipping** | Enable or disable Alpha Clipping. This controls whether your Shader acts as a Cutout Shader or not. Cutout Shader is a Shader type that has both Opaque and Transparent parts. | | **Double-Sided** | Specifies whether HDRP renders both faces of the polygons in your geometry. You can also specify how HDRP interprets the normals for the back face. The options are:
• **Enabled**: HDRP renders both faces of polygons in your geometry.
• **Disabled**: HDRP does not render both faces of polygons in your geometry.
• **Flipped Normals**: The normal of the back face is 180° of the front facing normal. This also applies to the Material which means that it looks the same on both sides of the geometry.
• **Mirrored Normals**: The normal of the back face mirrors the front facing normal. This also applies to the Material which means that it inverts on the back face. This is useful when you want to keep the same shapes on both sides of the geometry, for example, for leaves. | | **Energy Conserving Specular** | Enable the checkbox to make HDRP reduce the diffuse color of the Material if the specular effect is more intense. This makes the lighting of the Material more consistent, which makes the Material look more physically accurate. | -| **Material Type** | Specifies the type of Material the fabric Shader represents. The options are:
• **Cotton Wool**: A variant inspired by the Imageworks’s cloth model.
• **Silk**: A fabric variant based on an anisotropic DinseyGGX BRDF Model. | +| **Material Type** | Specifies the type of Material the fabric Shader represents. The options are:
• **Cotton Wool**: A variant inspired by the Imageworks’s cloth model.
• **Silk**: A fabric variant based on an anisotropic GGX BRDF Model. | | **Subsurface Scattering** | Indicates whether the Material supports subsurface scattering. To disable subsurface scattering in specific regions of the Material, use the **Subsurface Mask**. | | **Transmission** | Indicates whether the Material supports transmission. | | **Receive Decals** | Indicates whether HDRP can draw decals on this Material’s surface. | @@ -83,16 +83,18 @@ To view these properties, click the **Cog** in the top right of the Master Node. | **Override Baked GI** | Enable this setting to expose two baked GI [input ports](#InputPorts). This makes this Materials ignore global illumination in your Scene and, instead, allows you to provide your own global illumination values and customize the way this Material looks. | | **Depth Offset** | Enable this setting to expose the DepthOffset [InputPort](#InputPorts) which you can use to increase the depth value of the fragment and push it away from the Camera. | | **Support LOD CrossFace** | Indicates whether dithering occurs when moving from one LOD level to another when sampling Textures. | +| **Override ShaderGUI** | Lets you override the [ShaderGUI](https://docs.unity3d.com/ScriptReference/ShaderGUI.html) that this Shader Graph uses. If `true`, the **ShaderGUI** property appears, which lets you specify the ShaderGUI to use. | +| **- ShaderGUI** | The full name of the ShaderGUI class to use, including the class path. | ### Material Properties -These properties are in the **Exposed Properties** section of the Inspector, alongside the properties that you exposed in the Shader Graph's Blackboard. +These properties are in the **Exposed Properties** section of the Inspector, alongside the properties that you exposed in the Shader Graph's Blackboard. If you set **Override ShaderGUI** to `true`, the Material Properties section does not appear, and instead, the ShaderGUI you specified appears. | **Property** | **Description** | | -------------------------------------- | ------------------------------------------------------------ | -| **Enable GPU Instancing** | Enable this setting to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | +| **Enable GPU Instancing** | Enable this setting to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | | **Emission** | Defines the Material's emission color value. Expects positive values. | | **- Global Illumination** | Allows the user to specify what input should be used for the global illumination.
• **Realtime**: Select this option to make emission affect the result of real-time global illumination.
• **Baked**: Select this option to make emission only affect global illumination during the baking process.
• **None**: Select this option to make emission not affect global illumination. | | **Motion Vector For Vertex Animation** | Indicates whether HDRP should evaluate motion vectors for animation. | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md index 6272ff59782..f4843632c6c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Hair.md @@ -78,16 +78,18 @@ To view these properties, click the cog icon in the top right of the master node | **Override Baked GI** | Enable this setting to expose two baked GI [input ports](#InputPorts). This makes this Materials ignore global illumination in your Scene and, instead, allows you to provide your own global illumination values and customize the way this Material looks. | | **Depth Offset** | Enable this setting to expose the DepthOffset [InputPort](#InputPorts) which you can use to increase the depth value of the fragment and push it away from the Camera. You can use this to reduce the flat appearance of hair cards. | | **Use Light Facing Normal** | Enable this setting to make the hair normals always face towards light. This mimics the behavior of hair. | +| **Override ShaderGUI** | Lets you override the [ShaderGUI](https://docs.unity3d.com/ScriptReference/ShaderGUI.html) that this Shader Graph uses. If `true`, the **ShaderGUI** property appears, which lets you specify the ShaderGUI to use. | +| **- ShaderGUI** | The full name of the ShaderGUI class to use, including the class path. | ### Material Inspector -These properties are in the **Exposed Properties** section of the Inspector and sit alongside the properties that you exposed in the Shader Graph's Blackboard. +These properties are in the **Exposed Properties** section of the Inspector and sit alongside the properties that you exposed in the Shader Graph's Blackboard. If you set **Override ShaderGUI** to `true`, the Material Properties section does not appear, and instead, the ShaderGUI you specified appears. | **Property** | **Description** | | -------------------------------------- | ------------------------------------------------------------ | -| **Enable GPU Instancing** | Enable this setting to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | +| **Enable GPU Instancing** | Enable this setting to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | | **Emission** | Enable this setting to make the emission color affect global illumination. | | **- Global Illumination** | Use the drop-down to choose how color emission interacts with global illumination.
• **Realtime**: Select this option to make emission affect the result of real-time global illumination.
• **Baked**: Select this option to make emission only affect global illumination during the baking process.
• **None**: Select this option to make emission not affect global illumination. | | **Motion Vector For Vertex Animation** | Enable this setting to make HDRP write motion vectors for GameObjects that use vertex animation. This removes the ghosting that vertex animation can cause. | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Lit.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Lit.md new file mode 100644 index 00000000000..86e814c1e11 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Lit.md @@ -0,0 +1,111 @@ +# Lit master node + +You can use the Lit master node to render custom physically based materials in the High Definition Render Pipeline (HDRP). It supports various effects, such as subsurface scattering, anisotropy, iridescence, specular color and translucency. + +The Lit master node is the destination node for the Lit Shader Graph. It contains ports that you can attach to other Shader Graph nodes so you can edit properties that control the appearance of the Material. To customize the Material, you must override the inputs attached to these slots with your own values. + +![](Images/HDRPFeatures-LitShader.png) + +## Creating and editing a Lit Material + +To create and edit a Material that uses this master node, see [Creating and Editing HDRP Shader Graphs](Customizing-HDRP-materials-with-Shader-Graph.md). When you create a Material from the Shader Graph, the properties that you exposed in the Blackboard appear in the **Exposed Properties** section. + +## Properties + +There are properties on the master node as well as properties on the Materials that use it. [Material properties](#material-inspector) are in the Inspector for Materials that use this Shader, and the master node properties are inside the Shader Graph itself in two sections: + +- [**Master node input ports**](#Master-node-input-ports): Shader Graph input ports on the master node itself. You can connect these ports to the output of other nodes or, in some cases, input your own values. +- [**Master node settings menu**](#Master-node-settings-menu): Settings you can use to customize your master node and expose more input ports. + +### Master node input ports + +The following table describes the input ports on a Lit master node, including the property type and Shader stage used for each port. For more information on Shader stages, see [Shader stage](https://docs.unity3d.com/Packages/com.unity.shadergraph@6.9/manual/Shader-Stage.html). + +| **Property** | **Type** | **Stage** | **Description** | +| --------------------------------------- | ----------------- | --------- | ------------------------------------------------------------ | +| **Vertex Position** | Vector 3 | Vertex | The object space position of the Material per vertex. | +| **Vertex Normal** | Vector 3 | Vertex | The object space normals of the Material per vertex. | +| **Vertex Tangent** | Vector 3 | Vertex | The object space tangent of the Material per vertex. | +| **Base Color** | Vector 3 | Fragment | The color of the Material. To assign an image, connect a sampled Texture2D to this Master Node. | +| **Normal** | Vector 3 | Fragment | The normal of the pixel.To modify the coordinate space, use the **Fragment Normal Space** setting. | +| **Bent Normal** | Vector 3 | Fragment | The [bent normal](Glossary.md#BentNormalMap) of the fragment. | +| **Subsurface Mask** | Vector 1 | Fragment | The strength of the screen-space blur effect across the Material.
This port only appears when you set **Material Type** to **Subsurface Scattering**. | +| **Tangent** | Vector 3 | | Assign a Texture that defines the direction of the anisotropy effect of a pixel, in tangent space. This stretches the specular highlights in the given direction.
This port only appears when you set **Material Type** to **Anisotropy**. | +| **Anisotropy** | Vector 1 | Fragment | This stretches the specular highlights in a given direction. Negative values make the effect vertical, and positive values make the effect horizontal.
This port only appears when you set **Material Type** to **Anisotropy**. | +| **Thickness** | Vector 1 | Fragment | The strength of the transmission effect. Higher values mean thicker areas, and thicker areas transmit less light. Expected range 0 - 1.
This port only appears when you set **Material Type** to **Subsurface Scattering** or **Translucent**. | +| **Diffusion Profile** | Diffusion Profile | Fragment | Specifies which [Diffusion Profile](Diffusion-Profile.md) the Material uses for subsurface scattering and/or transmission.
This port only appears when you set **Material Type** to **Subsurface Scattering** or **Translucent**. | +| **Iridescence Mask** | Vector 1 | Fragment | The strength of the iridescent effect.
This port only appears when you set **Material Type** to **Iridescence**. | +| **Iridescence Layer Thickness** | Vector 1 | Fragment | The thickness of the iridescence. This modifies the color of the effect.
This port only appears when you set **Material Type** to **Iridescence**. | +| **Specular Color** | Vector 3 | Fragment | The color of the specular highlight.
This port only appears when you set **Material Type** to **Specular Color**. | +| **Coat Mask** | Vector 1 | Fragment | This simulates a clear coat effect on the Material to mimic Materials like car paint or plastics. | +| **Metallic** | Vector 1 | Fragment | The metallic value of the material, 1 for metals and 0 for non metals. | +| **Smoothness** | Vector 1 | Fragment | Every light ray that hits a smooth surface bounces off at predictable and consistent angles. For a perfectly smooth surface that reflects light like a mirror, set this to a value of 1. Less smooth surfaces reflect light over a wider range of angles (because the light hits the bumps in the microsurface), so the reflections have less detail and spread across the surface in a more diffused pattern. | +| **Ambient Occlusion** | Vector 1 | Fragment | A multiplier for the intensity of diffuse global illumination. Set this to **0** to remove all global illumination. | +| **Specular Occlusion** | Vector 1 | Fragment | A multiplier for the intensity of specular global illumination.
This port only appears when you set **Specular Occlusion Mode** to **Custom**. | +| **Emission** | Vector 3 | Fragment | The emission color and it’s intensity. | +| **Alpha** | Vector 1 | Fragment | Defines the Material's alpha value. Used for transparency and/or alpha clip. Expected range 0 - 1. | +| **Alpha Clip Threshold** | Vector 1 | Fragment | Set the alpha value limit that HDRP uses to determine whether it should render each pixel. If the alpha value of the pixel is equal to or higher than the limit then HDRP renders the pixel.
This port only appears when you enable the **Alpha Clipping** setting. | +| **Alpha Clip Threshold Depth Prepass** | Vector 1 | Fragment | Set the alpha value limit that HDRP uses for the Transparent depth prepass.
This port only appears when you set surface type to **Transparent** and enable the **Transparent Depth Prepass** setting. | +| **Alpha Clip Threshold Depth Postpass** | Vector 1 | Fragment | Set the alpha value limit that HDRP uses for the Transparent depth postpass.
This port only appears when you enable the **Transparent Depth Postpass** setting. | +| **Alpha Clip Threshold Shadow** | Vector 1 | Fragment | Set a separate threshold value for alpha clipping shadows.
This port only appears when you set surface type to **Transparent** and enable the **Alpha Clipping** and **Use Shadow Threshold** setting. | +| **Specular AA Screen Space Variance** | Vector 1 | Fragment | The strength of the [geometric specular anti-aliasing](Geometric-Specular-Anti-Aliasing.md) effect between 0 and 1. Higher values produce a blurrier result with less aliasing.
This port only appears when you enable the **Geometric Specular AA** setting. | +| **Specular AA Threshold** | Vector 1 | Fragment | The maximum value that HDRP subtracts from the smoothness value to reduce artifacts.
This port only appears when you enable the **Geometric Specular AA** setting. | +| **RefractionIndex** | | | The index of refraction defines the ratio between the speed of light in a vacuum and the speed of light in the medium of the Material. Higher values produce more intense refraction.
This port only appears when you set **Refraction Model** to a value other than **None**. | +| **Transmittance Color** | | | Refractive Materials can colorize light which passes through them. Use this input to define that color.
This port only appears when you set **Refraction Model** to a value other than **None**. | +| **Transmittance Absorption Distance** | | | Set the thickness of the object at which the Transmittance Color affects incident light at full strength.
This port only appears when you set **Refraction Model** to a value other than **None**. | +| **Distortion Vector** | Vector 2 | Fragment | Set the distortion vector for the light passing through the Material. This port only appears when you set **Surface Type** to **Transparent** and enable the **Distortion** setting. | +| **Distortion Blur** | Vector 1 | Fragment | Set the blur intensity for the distortion.
This port only appears when you set **Surface Type** to **Transparent** and enable the **Distortion** setting. | +| **Baked GI** | Vector 3 | Fragment | Replaces the built-in diffuse global illumination (GI) solution with a value that you can set. This is for the front [face](Glossary.md#Face) of the Mesh only.
This port only appears when you enable the **Override Baked GI** setting. | +| **Baked Back GI** | Vector 3 | Fragment | Replaces the built-in diffuse global illumination (GI) solution with a value that you can set. This is for the back [face](Glossary.md#Face) of the Mesh only.
This port only appears when you enable the **Override Baked GI** setting. | +| **Depth Offset** | Vector 1 | Fragment | The value that the Shader uses to increase the depth of the fragment by.
This port only appears when you enable the **Depth Offset** setting. | + +### Master node settings menu + +To view these properties, click the cog icon in the top right of the master node. + +| **Property** | **Description** | +| ------------------------------------ | ------------------------------------------------------------ | +| **Precision** | Select the precision of the calculations that the Shader processes. Lower precision calculations are faster but can cause issues, such as incorrect intensity for specular highlights.
• **Inherit**: Uses global precision settings. This is the highest precision setting, so using it does not result in any precision issues, but Shader calculations are slower than other values.
• **Float**: Uses single-precision floating-point instructions. This makes each calculation less resource-intensive, which speeds up calculations.
• **Half**: Uses half-precision floating-point instructions. This is the fastest precision level, which means that calculations that use it are the least resource-intensive to process. This precision setting is the most likely one to result in issues, such as quantization (banding) artifacts and intensity clipping. | +| **Surface Type** | Use the drop-down to define whether your Material supports transparency or not. Materials with the **Transparent Surface Type** are more resource intensive to render than Materials with the **Opaque** **Surface Type**. HDRP exposes more properties, depending on the **Surface Type** you select. For more information about the feature and for the list of properties each **Surface Type** exposes, see the [Surface Type documentation](Surface-Type.md). | +| **Rendering Pass** | Use the drop-down to set the rendering pass that HDRP processes this Material in.
• **Before Refraction**: Draws the GameObject before the refraction pass. This means that HDRP includes this Material when it processes refraction. To expose this option, select **Transparent** from the **Surface Type** drop-down.
• **Default**: Draws the GameObject in the default opaque or transparent rendering pass pass, depending on the **Surface Type**.
• **Low Resolution**: Draws the GameObject in half resolution after the **Default** pass.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Blending mode** | Use the drop-down to determine how HDRP calculates the color of each pixel of the transparent Material by blending the Material with the background pixels.
• **Alpha**: Uses the Material’s alpha value to change how transparent an object is. 0 is fully transparent. 1 appears fully opaque, but the Material is still rendered during the Transparent render pass. This is useful for visuals that you want to be fully visible but to also fade over time, like clouds.
• **Additive**: Adds the Material’s RGB values to the background color. The alpha channel of the Material modulates the intensity. A value of 0 adds nothing and a value of 1 adds 100% of the Material color to the background color.
• **Premultiply**: Assumes that you have already multiplied the RGB values of the Material by the alpha channel. This gives better results than **Alpha** blending when filtering images or composing different layers.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **- Preserve Specular Lighting** | Enable the checkbox to make alpha blending not reduce the intensity of specular highlights. This preserves the specular elements on the transparent surface, such as sunbeams shining off glass or water.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Sorting Priority** | Allows you to change the rendering order of overlaid transparent surfaces. For more information and an example of usage, see the [Material sorting documentation](Renderer-And-Material-Priority.md#SortingByMaterial).
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Receive Fog** | Enable the checkbox to allow fog to affect the transparent surface. When disabled, HDRP does not take this Material into account when it calculates the fog in the Scene.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Back Then Front Rendering** | Enable the checkbox to make HDRP render this Material in two separate draw calls. HDRP renders the back face in the first draw call and the front face in the second.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Transparent Depth Prepass** | Enable the checkbox to add polygons from the transparent surface to the depth buffer to improve their sorting. HDRP performs this operation before the lighting pass and this process improves GPU performance.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Transparent Depth Postpass** | Enable the checkbox to add polygons to the depth buffer that post-processing uses. HDRP performs this operation before the lighting pass. Enabling this feature is useful if you want to use post-processing effects that use depth information, like [motion blur](Post-Processing-Motion-Blur.md) or [depth of field](Post-Processing-Depth-of-Field.md).
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Transparent Writes Motion Vector** | Enable the checkbox to make HDRP write motion vectors for transparent GameObjects that use this Material. This allows HDRP to process effects like motion blur for transparent objects. For more information on motion vectors, see the [motion vectors documentation](Motion-Vectors.md).
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Refraction Model** | Use the drop-down to select the model that HDRP uses to process refraction.
• **None**: No refraction occurs. Select this option to disable refraction.
• **Box**: A box-shaped model where incident light enters through a flat surface and leaves through a flat surface. Select this option for hollow surfaces.
• **Sphere**: A sphere-shaped model that produces a magnifying glass-like effect to refraction. Select this option for solid surfaces.
• **Thin**: A thin box surface type, equivalent to Box with a fixed thickness of 5cm. Select this for thin window-like surfaces.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Distortion** | Enable the checkbox to distort the light passing through this transparent Material.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **- Distortion Blend Mode** | Set the mode HDRP uses to blend overlaid distortion surfaces.
This setting only appears when you set **Surface Type** to **Transparent** and enable the **Distortion** setting. | +| **- Distortion Depth Test** | Check this box to make GameObjects that are closer to the Camera hide the distortion effect, otherwise you can always see the effect. If you do not enable this feature then the distortion effect appears on top of the rendering.
This setting only appears when you set **Surface Type** to **Transparent** and enable the **Distortion** setting. | +| **Depth Write** | Enable the checkbox to make HDRP write depth values for transparent GameObjects that use this Material.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Cull Mode** | Use the drop-down to select which face to cull for transparent GameObjects that use this Material. To expose this option, select **Transparent** from the **Surface Type** drop-down.
• **Front:** Culls the front face of the geometry.
• **Back:** Culls the back face of the geometry.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Depth Test** | Unity uses DepthTest when rendering an object, to check if it is behind another object. Unity does this by testing the z-value of a given Objects pixel and comparing against a value stored in the depth buffer. By default, DepthTest is set to Less Equal, allowing the original object to appear in front of the object it is tested against. Use the drop-down to select the comparison function to use for the depth test. Each comparison function changes how the Shader renders. To expose this option, select Transparent from the Surface Type drop-down.
• **Disabled**: Do not perform a depth test.
• **Never**: The depth test never passes.
• **Less**: The depth test passes if the pixel's z-value is less than the stored value.
• **Equal**: The depth test passes if the pixel's z-value is equal to the stored value.
• **Less Equal**: The depth test passes if the pixel's z-value is less than or equal than the Z-buffers value. This renders the tested pixel in front of the other.
• **Greater**: The depth test passes if the pixel's z-value is greater than the stored value.
• **Not Equal**: The depth test passes if the pixel's z-value is not equal to the stored value.
• **Greater Equal**: The depth test passes if the pixel's z-value is greater than or equal to the stored value.
• **Always**: The depth test always passes, there is no comparison to the stored value.
This setting only appears when you set **Surface Type** to **Transparent.** | +| **Double Sided** | Enable this setting to make HDRP render both faces of the polygons in your geometry. For more information about the feature and for the list of properties this feature exposes, see the [Double-Sided documentation](Double-Sided.md). | +| **Fragment Normal Space** | Use this drop-down to select the type of Normal Map space that this Material uses.
• **TangentSpace:** Defines the normals in [tangent space](Glossary.html#TangentSpaceNormalMap). Use this to tile a Texture on a Mesh. The normal map Texture must be BC7, BC5, or DXT5nm format.
• **ObjectSpace:** Defines the normals in [object space](Glossary.md#ObjectSpaceNormalMap). Use this for planar-mapping GameObjects like the terrain. The normal map must be an RGB Texture .
• **WorldSpace:** Defines the normal maps in world space. | +| **Alpha Clipping** | Enable this setting to make this Material act like a Cutout Shader. HDRP then discards pixels with an alpha value below the **Threshold** value. | +| **Use Shadow Threshold** | Enable this setting to set another threshold value for alpha clipping shadows. | +| **Material Type** | The **Material Type** property allows you to give your Material a type, which allows you to customize it with different settings depending on the **Material Type** you select. For information on the available Material Types, see [Material Type](Material-Type.md). | +| **Transmission** | Enable the checkbox to make HDRP simulate the translucency of an object using a thickness map. Configure subsurface scattering and transmission settings using a [Diffusion Profile](Diffusion-Profile.md). For more information, see documentation on [Subsurface Scattering](Subsurface-Scattering.md).
This setting only appears when you set **Material Type** to **Subsurface Scattering** | +| **Energy Conserving Specular** | Enable the checkbox to make HDRP reduce the diffuse color of the Material if the specular effect is more intense. This makes the lighting of the Material more consistent, which makes the Material look more physically accurate.
This port only appears when you set **Material Type** to **Specular Color** | +| **Receive Decals** | Enable this setting to allow HDRP to draw decals on this Material’s surface. | +| **Receive SSR** | Enable this setting to make HDRP include this Material when it processes the screen space reflection pass. | +| **Add Precomputed Velocity** | Enable this setting to use precomputed velocity information stored in an Alembic file. | +| **Geometric Specular AA** | Enable this setting to make HDRP perform geometric anti-aliasing on this Material. This modifies the smoothness values on surfaces of curved geometry to remove specular artifacts. For more information about the feature and for the list of properties this feature exposes, see the [Geometric Specular Anti-aliasing documentation](Geometric-Specular-Anti-Aliasing.md). | +| **Specular Occlusion Mode** | Set the mode that HDRP uses to calculate specular occlusion.
• **Off**: Disables specular occlusion.
• **From AO**: Calculates specular occlusion from the ambient occlusion map and the Camera's view vector.
• **From AO and Bent Normal**: Calculates specular occlusion from the ambient occlusion map, the bent normal map, and the Camera's view vector.
• **Custom**: Allows you to specify your own specular occlusion values. | +| **Override Baked GI** | Enable this setting to expose two baked GI [input ports](#Master-node-input-ports). This makes this Materials ignore global illumination in your Scene and, instead, allows you to provide your own global illumination values and customize the way this Material looks. | +| **Depth Offset** | Enable this setting to expose the **DepthOffset** [InputPort](#Master-node-input-ports) which you can use to increase the depth value of the fragment and push it away from the Camera. | +| **DOTS instancing** | Enable GPU Instancing for use with the Hybrid Renderer. | +| **Support LOD CrossFade** | Indicates whether HDRP processes dithering when moving from one LOD level to another when sampling Textures. | + +### Material Inspector + +These properties are in the **Exposed Properties** section of the Inspector and sit alongside the properties that you exposed in the Shader Graph's Blackboard. If you set **Override ShaderGUI** to `true`, the Material Properties section does not appear, and instead, the ShaderGUI you specified appears. + +| **Property** | **Description** | +| -------------------------------------- | ------------------------------------------------------------ | +| **Enable GPU Instancing** | Enable this setting to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | +| **Emission** | Defines the Material's emission color value. Expects positive values. | +| **Motion Vector For Vertex Animation** | Indicates whether HDRP should evaluate motion vectors for animation. | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Unlit.md b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Unlit.md index 3f816afef1c..a0b0ce91a5f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Unlit.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Master-Node-Unlit.md @@ -4,7 +4,7 @@ An Unlit Master node makes the Shader surface appear unlit, which means the surf ## Creating and editing an Unlit Material -Unlit Materials use a Shader Graph Master node which means that you need to use a specific method to create and edit a Material that uses it. For information on how to do this, see [Creating and Editing HDRP Shader Graphs](Customizing-HDRP-materials-with-Shader-Graph). When you create a Material from the Shader Graph, the properties that you exposed in the Blackboard appear in the **Exposed Properties** section. +Unlit Materials use a Shader Graph Master node which means that you need to use a specific method to create and edit a Material that uses it. For information on how to do this, see [Customizing HDRP materials with Shader Graph](Customizing-HDRP-materials-with-Shader-Graph.html). When you create a Material from the Shader Graph, the properties that you exposed in the Blackboard appear in the **Exposed Properties** section. ## Properties @@ -55,14 +55,16 @@ To view these properties, click the **Cog** icon in the top right of the master | **Double Sided** |Enable or disable whether or not the Shader should be rendered on both sides of a geometry.| | **Alpha Clipping** |Enable or disable Alpha Clipping. This controls whether your Shader acts as a Cutout Shader or not. Cutout Shader is a Shader type that has both Opaque and Transparent parts.| | **Shadow Matte** |Enable or disable whether or not the Shader receive the shadow.| +| **Override ShaderGUI** |Lets you override the [ShaderGUI](https://docs.unity3d.com/ScriptReference/ShaderGUI.html) that this Shader Graph uses. If `true`, the **ShaderGUI** property appears, which lets you specify the ShaderGUI to use. | +| **- ShaderGUI** |The full name of the ShaderGUI class to use, including the class path.| ### Material Inspector -These properties are in the **Exposed Properties** section of the Inspector and sit alongside the properties that you exposed in the Shader Graph's Blackboard. +These properties are in the **Exposed Properties** section of the Inspector and sit alongside the properties that you exposed in the Shader Graph's Blackboard. If you set **Override ShaderGUI** to `true`, the Material Properties section does not appear, and instead, the ShaderGUI you specified appears. | **Property** | **Description** | | -------------------------------------- | ------------------------------------------------------------ | -| **Enable GPU Instancing** | Enable this setting to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you can not [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | +| **Enable GPU Instancing** | Enable this setting to tell HDRP to render Meshes with the same geometry and Material in one batch when possible. This makes rendering faster. HDRP cannot render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. For example, you cannot [static-batch](https://docs.unity3d.com/Manual/DrawCallBatching.html) GameObjects that have an animation based on the object pivot, but the GPU can instance them. | | **Double Sided Global Illumination** | When enabled, the lightmapper accounts for both sides of the geometry when calculating Global Illumination. Backfaces are not rendered or added to lightmaps, but get treated as valid when seen from other objects. When using the Porgressive Lightmapper backfaces bounce light using the same emission and albedo as frontfaces. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md index 6b22dddb8c1..00de0cfcf4f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Contact-Shadows.md @@ -25,8 +25,10 @@ Only one Light can cast Contact Shadows at a time. This means that, if you have | __Enable__ | Enable the checkbox to make HDRP process Contact Shadows for this [Volume](Volumes.html). | | __Length__ | Use the slider to set the length of the rays, in meters, that HDRP uses for tracing. It also functions as the maximum distance at which the rays can captures details. | | __Distance Scale Factor__ | HDRP scales Contact Shadows up with distance. Use the slider to set the value that HDRP uses to dampen the scale to avoid biasing artifacts with distance. | +| __Min Distance__ | The distance from the Camera, in meters, at which HDRP begins to fade in Contact Shadows. | | __Max Distance__ | The distance from the Camera, in meters, at which HDRP begins to fade Contact Shadows out to zero. | -| __Fade Distance__ | The distance, in meters, over which HDRP fades Contact Shadows out when at the __Max Distance__. | +| __Fade In Distance__ | The distance, in meters, over which HDRP fades Contact Shadows in when past the **Min Distance**. | +| __Fade Out Distance__ | The distance, in meters, over which HDRP fades Contact Shadows out when at the __Max Distance__. | | __Sample Count__ | Use the slider to set the number of samples HDRP uses for ray casting. Increasing this increases quality at the cost of performance. | | __Opacity__ | Use the slider to set the opacity of the Contact Shadows. Lower values result in softer, less prominent shadows. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md index c315b00fc1f..23aff332e11 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Diffusion-Profile.md @@ -1,6 +1,6 @@ # Diffusion Profile Override -The High Definition Render Pipeline (HDRP) allows you to use up to 15 [Diffusion Profiles](Diffusion-Profile.html) in view at the same time. To use more than 15 Diffusion Profiles in a Scene, you can use the **Diffusion Profile Override** inside a [Volume](Volumes.html). This allows you to specify which Diffusion Profile to use in a certain area (or in the Scene if the Volume is global). +The High Definition Render Pipeline (HDRP) allows you to use up to 15 custom [Diffusion Profiles](Diffusion-Profile.md) in view at the same time. To use more than 15 custom Diffusion Profiles in a Scene, you can use the **Diffusion Profile Override** inside a [Volume](Volumes.md). This allows you to specify which Diffusion Profiles to use in a certain area (or in the Scene if the Volume is global). ## Using a Diffusion Profile Override diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md index 0cb9fb2e15c..837cd35aa0b 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Fog.md @@ -62,5 +62,5 @@ The **Fog** override of the active Volume controls the appearance of the global The [Light component](Light-Component.html) has several properties that are useful for volumetric lighting: - **Emission Radius** is useful to simulate fill lighting. It acts by virtually "pushing" the light away from the Scene. As a result, it softens the core of [punctual lights](Glossary.html#PunctualLight). Always use a non-zero value to reduce ghosting artifacts resulting from reprojection. -- **Volumetric Dimmer** only affects the fog and replaces the Light Dimmer that HDRP uses for surfaces. +- **Volumetric Multiplier** only affects the fog and replaces the Light Multiplier that HDRP uses for surfaces. - **Shadow Dimmer** only affects the fog and replaces the Shadow Dimmer that HDRP uses for surfaces. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md index fe2646f9438..0688b528c12 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Indirect-Lighting-Controller.md @@ -17,10 +17,11 @@ The **Indirect Lighting Controller** uses the [Volume](Volumes.html) framework, | Property | Description | | ------------------------------- | ------------------------------------------------------------ | -| **Indirect Diffuse Intensity** | A multiplier for baked and realtime Global Illumination lightmaps and Light Probes. HDRP multiplies the lightmap and Light Probe data by this value. | -| **Indirect Specular Intensity** | A multiplier for baked, realtime, and custom Reflection Probes. HDRP multiplies the Reflection Probe data by this value. | - - +| **Indirect Diffuse Lighting Multiplier** | A multiplier for lightmaps, Light Probes, Light Probe Volumes, Screen-Space Global Illumination, and [Ray-Traced Global Illumination](Ray-Traced-Global-Illumination.md). HDRP multiplies the light data from all of these by this value. | +| **Indirect Diffuse Lighting Layers** | Specifies the [Light Layers](Light-Layers.md) for indirect diffuse lighting. If you enable Light Layers, you can use them to decouple Meshes in your Scene from the above multiplier. | +| **Reflection Lighting Multiplier** | A multiplier for baked, realtime, custom [Reflection Probes](Reflection-Probe.md) and [Planar Probes](Planar-Reflection-Probe.md), [Screen-Space Reflection](Override-Screen-Space-Reflection.md), [Ray-Traced Reflection](Ray-Traced-Reflections.md), and Sky Reflection. HDRP multiplies the light data from all of these by this value. | +| **Reflection Lighting Layers** | LSpecifies the [Light Layers](Light-Layers.md) for reflection lighting. If you enable Light Layers, you can use them to decouple Meshes in your Scene from the above multiplier. | +| **Reflection Probe Intensity Multiplier** | A multiplier for baked, realtime, and custom [Reflection Probes](Reflection-Probe.md) and [Planar Probes](Planar-Reflection-Probe.md). HDRP multiplies the Reflection Probe data by this value. | ## Details diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md index a54247b4c69..9432fb876fd 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Physically-Based-Sky.md @@ -35,7 +35,7 @@ To change how much the atmosphere attenuates light, you can change the density o | **Property** | **Description** | | ------------------------------ | ------------------------------------------------------------ | -| **Earth Preset** | Indicates whether HDRP should simplify the Inspector an only show properties suitable to simulate Earth. | +| **Earth Preset** | Indicates whether HDRP should simplify the Inspector and only show properties suitable to simulate Earth. | | **Spherical Mode** | Enables **Spherical Mode**. When in Spherical Mode, you can specify the location of the planet. Otherwise, the planet is always below the Camera in the world-space x-z plane. | | **Planetary Radius** | The radius of the planet in meters. The radius is the distance from the center of the planet to the sea level. Only available in **Spherical Mode**. | | **Planet Center Position** | The world-space position of the planet's center in meters. This does not affect the precomputation. Only available in **Spherical Mode**. | @@ -82,15 +82,15 @@ To make this section visible, disable **Earth Preset**. | **Color Saturation** | Controls the saturation of the color of the sky. | | **Alpha Saturation** | Controls the saturation of the opacity of the sky. | | **Alpha Multiplier** | A multiplier that HDRP applies to the opacity of the sky. | -| **Horizon Tint** | Specifies a color that HDRP uses to tint the the sky at the horizon. | +| **Horizon Tint** | Specifies a color that HDRP uses to tint the sky at the horizon. | | **Horizon Zenith Shift** | Controls how HDRP blends between the **Horizon Tint** and **Zenith Tint**. If you set this to **-1**, the **Zenith Tint** expands down to the horizon. If you set this to **1**, the **Horizon Tint** expands up to the zenith. | -| **Zenith Tint** | Specifies a color that HDRP uses to tint the the point in the sky directly above the observer (the zenith). | +| **Zenith Tint** | Specifies a color that HDRP uses to tint the point in the sky directly above the observer (the zenith). | ### Miscellaneous | **Property** | **Description** | | ------------------------- | ------------------------------------------------------------ | -| **Number Of Bounces** | The number of scattering events. This increases the quality of the sky visuals but also increases the pre-computation time | +| **Number Of Bounces** | The number of scattering events. This increases the quality of the sky visuals but also increases the pre-computation time. | | **Intensity Mode** | Use the drop-down to select the method that HDRP uses to calculate the sky intensity:
• **Exposure**: HDRP calculates intensity from an exposure value in EV100.
• **Multiplier**: HDRP calculates intensity from a flat multiplier. | | **- Exposure** | The exposure for HDRP to apply to the Scene as environmental light. HDRP uses 2 to the power of your **Exposure** value to calculate the environment light in your Scene. | | **- Multiplier** | The multiplier for HDRP to apply to the Scene as environmental light. HDRP multiplies the environment light in your Scene by this value. To make this property visible, set **Intensity Mode** to **Multiplier**. | @@ -104,6 +104,17 @@ To make this section visible, disable **Earth Preset**. This sky type is a practical implementation of the method outlined in the paper [Precomputed Atmospheric Scattering](http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/article.pdf) (Bruneton and Neyret, 2008). +This technique assumes that you always view the Scene from above the surface of the planet. This means that if you go below the planet's surface, the sky renders black. Where the surface of the planet is depends on whether you enable or disable **Spherical Mode**: + +* If you enable **Spherical Mode**, the **Planetary Radius** and **Planet Center Position** properties define where the surface is. In this mode, the surface is at the distance set in **Planetary Radius** away from the position set in **Planet Center Position**. +* Otherwise, the **Sea Level** property defines where the surface is. In this mode, the surface stretches out infinitely on the xz plane and **Sea Level** sets its world space height. + +The default values in either mode make it so the planet's surface is at **0** on the y-axis at the Scene origin. Since the default values for **Spherical Mode** simulate Earth, the radius is so large that, when you create you Scene environment, you can consider the surface to be flat. If you want some areas of your Scene environment to be below the current surface height, you can either vertically offset your Scene environment so that the lowest areas are above **0** on the y-axis, or decrease the surface height. To do the latter: + +* If in **Spherical Mode**, either decrease the **Planetary Radius**, or move the **Planet Center Position** down. + +* If not in **Spherical Mode**, decrease the **Sea Level**. + ### Reference list * Bruneton, Eric, and Fabrice Neyret. 2008. “Precomputed Atmospheric Scattering.” *Computer Graphics Forum* 27, no. 4 (2008): 1079–86. https://doi.org/10.1111/j.1467-8659.2008.01245.x. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md index b85abc61c5b..1e643b07de9 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Screen-Space-Reflection.md @@ -1,12 +1,12 @@ # Screen Space Reflection -The **Screen Space Reflection** (SSR) override is a High Definition Render Pipeline (HDRP) feature that uses the depth and color buffer of the screen to calculate reflections. For information about how screen space refraction works in HDRP, see the [Screen space refraction documentation](Reflection-in-HDRP.html#ScreenSpaceReflection). +The **Screen Space Reflection** (SSR) override is a High Definition Render Pipeline (HDRP) feature that uses the depth and color buffer of the screen to calculate reflections. For information about how SSR works in HDRP, see the [reflection documentation](Reflection-in-HDRP.md#ScreenSpaceReflection). ## Using Screen Space Reflection -To use SSR in your Scene, you must enable it for your Cameras. In the Inspector for your [HDRP Asset](HDRP-Asset.html), go to the **Default Frame Settings > Lighting > Reflections** section and enable the **Screen Space Reflection** checkbox. +To use SSR in your Scene, you must enable it for your Cameras. In the Inspector for your [HDRP Asset](HDRP-Asset.md), go to the **Default Frame Settings > Lighting > Reflections** section and enable the **Screen Space Reflection** checkbox. -HDRP uses the [Volume](Volumes.html) framework to calculate SSR, so to enable and modify SSR properties, you must add a **Screen Space Reflection** override to a [Volume](Volumes.html) in your Scene. To add **Screen Space Reflection** to a Volume: +HDRP uses the [Volume](Volumes.md) framework to calculate SSR, so to enable and modify SSR properties, you must add a **Screen Space Reflection** override to a [Volume](Volumes.md) in your Scene. To add **Screen Space Reflection** to a Volume: 1. In the Scene or Hierarchy view, select a GameObject that contains a Volume component to view it in the Inspector. 2. In the Inspector, navigate to **Add Override > Lighting** and click **Screen Space Reflection**. @@ -23,4 +23,4 @@ HDRP uses the [Volume](Volumes.html) framework to calculate SSR, so to enable an | **Object Thickness** | Use the slider to control the thickness of the GameObjects on screen. Because the SSR algorithm can not distinguish thin GameObjects from thick ones, this property helps trace rays behind GameObjects. The algorithm applies this property to every GameObject uniformly. | | **Min Smoothness** | Use the slider to set the minimum amount of surface smoothness at which HDRP performs SSR tracing. Lower values result in HDRP performing SSR tracing for less smooth GameObjects. | | **Smoothness Fade Start** | Use the slider to set the smoothness value at which SSR reflections begin to fade out. Lower values result in HDRP fading out SSR reflections for less smooth GameObjects | -| **Reflect Sky** | Enable the checkbox to make SSR handle sky reflection. Disable this checkbox to make rays that intersect with the skybox always use the local Reflection Probe. | \ No newline at end of file +| **Reflect Sky** | Indicates whether HDRP should use SSR to handle sky reflection. If you disable this property, pixels that reflect the sky use the next level of the [reflection hierarchy](Reflection-in-HDRP.md#ReflectionHierarchy).
**Note**: SSR uses the depth buffer to calculate reflection and HDRP does not add transparent GameObjects to the depth buffer. If you enable this property, transparent GameObject that appear over the sky in the color buffer can cause visual artifacts and incorrect looking reflection. This is a common limitation for SSR techniques. | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md b/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md index 5b14420d342..ab447d7b676 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Override-Visual-Environment.md @@ -19,7 +19,7 @@ The **Visual Environment** override comes as default when you create a **Scene S | **Property** | **Description** | | ---------------- | ------------------------------------------------------------ | -| **Type** | Use the drop-down to select the type of sky that HDRP renders when this Volume affects the Camera that is inside the Volume. This list automatically updates when you create a custom Sky.
• **None**: HDRP does not render a sky for Cameras in this Volume.
• [Gradient Sky](Override-Gradient-Sky.html): Renders the top, middle, and bottom sections of the sky using three separate color zones. HDRP controls the size of these color zones using the Gradient Sky’s **Gradient Diffusion** property.
• [HDRI Sky](Override-HDRI-Sky.html): Uses a cubemap texture to represent the entire sky.
•[Physically Based Sky](Override-Physically-Based-Sky.html): Simulates the sky of a spherical planet with a two-part atmosphere which has an exponentially decreasing density with respect to its altitude.
• [Procedural Sky](Override-Procedural-Sky.html): Generates a sky based on properties such as, **Sky Tint**, **Ground Color**, and **Sun Size**. HDRP deprecated **Procedural Sky** in 2019.3 and replaced it with **Physically Based Sky**. To use Procedural Sky for HDRP Projects in Unity 2019.3 or later, follow the instructions on the [Upgrading from 2019.2 to 2019.3 guide](Upgrading-From-2019.2-to-2019.3.html#ProceduralSky). | +| **Type** | Use the drop-down to select the type of sky that HDRP renders when this Volume affects the Camera that is inside the Volume. This list automatically updates when you create a custom Sky.
• **None**: HDRP does not render a sky for Cameras in this Volume.
• [Gradient Sky](Override-Gradient-Sky.html): Renders the top, middle, and bottom sections of the sky using three separate color zones. HDRP controls the size of these color zones using the Gradient Sky’s **Gradient Diffusion** property.
• [HDRI Sky](Override-HDRI-Sky.html): Uses a cubemap texture to represent the entire sky.
•[Physically Based Sky](Override-Physically-Based-Sky.html): Simulates the sky of a spherical planet with a two-part atmosphere which has an exponentially decreasing density with respect to its altitude.
• [Procedural Sky](Override-Procedural-Sky.html): Generates a sky based on properties such as, **Sky Tint**, **Ground Color**, and **Sun Size**. HDRP deprecated **Procedural Sky** in 2019.3 and replaced it with **Physically Based Sky**. To use Procedural Sky for HDRP Projects in Unity 2019.3 or later, follow the instructions on the [Upgrading from 2019.2 to 2019.3 guide](Upgrading-From-2019.2-to-2019.3.html#ProceduralSky).

Please note: for any type option that is not **None**, you also need to add a Volume Component matching the selected type. | | **Ambient Mode** | Use the drop-down to select the mode this Volume uses to process ambient light.
• **Static**: Ambient light comes from the baked sky assigned to the **Static Lighting Sky** property in the Lighting window. This light affects both real-time and baked global illumination. For information on how to set up environment lighting, see the [Environment Lighting documentation](Environment-Lighting.html#BakingEnvironment).
• **Dynamic**: Ambient light comes from the sky that is set in the **Sky** > **Type** property of this override. This means that ambient light can change in real time depending on the current Volume affecting the Camera. If you use baked global illumination, changes to the environment lighting only affect GameObjects exclusively lit using Ambient Probes. If you use real-time global illumination, changes to the environment lighting affect both lightmaps and Ambient Probes. | ## Changing sky settings diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md index 8bb78aaff8a..65b33496234 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Main.md @@ -2,7 +2,7 @@ The High Definition Render Pipeline (HDRP) includes its own purpose-built implementation for [post-processing](https://docs.unity3d.com/Manual/PostProcessingOverview.html). This is built into HDRP, so you do not need to install any other package. -This implementation uses the [Volume](Volumes.html) system. You add post-processing effects to your Camera in the same way you add any other [Volume Override](Volume-Components.html). +This implementation uses the [Volume](Volumes.html) system. You add post-processing effects to your Camera in the same way you add any other [Volume Override](Volume-Components.html). Note that HDRP already enables some post-processing effects in the [Default Settings Volume Profile](Default-Settings-Window.html). The images below show a Scene with and without HDRP post-processing. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md index 9f12d3c4a3c..6ff41ec9d4e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Post-Processing-Tonemapping.md @@ -16,11 +16,11 @@ Tonemapping is the process of remapping HDR values of an image in a range suitab | **Property** | **Description** | | --------------------- | ------------------------------------------------------------ | | **Mode** | Use the drop-down to select a tonemapping algorithm to use for color grading. The options are:
• **None**: Use this option if you do not want to apply tonemapping.
• **Neutral**: Use this option if you only want range-remapping with minimal impact on color hue & saturation. It is generally a great starting point for extensive color grading.
• **ACES**: Use this option to apply a close approximation of the reference ACES tonemapper for a more filmic look. It is more contrasted than Neutral and has an effect on actual color hue & saturation. Note that if you use this tonemapper all the grading operations will be done in the ACES color spaces for optimal precision and results.
• **Custom**: Use this option if you want to specify the tonemapping settings yourself. Selecting this mode exposes properties that allow you to customize the tonemapping curve.
• **External**: Use this option if you want to specify your own lookup table. | -| **Toe Strength** | Use the slider to set the strength of the transition between the curve's toe and the curve's mid-section. A value of 0 results in no transition and a value of 1 results in a very hard transition.
This property only appears when you select **Custom** from the **Mode** drop-down. | -| **Toe Length** | Use the slider to set the length of the curve's toe. Higher values result in longer toes and therefore contain more of the dynamic range.
This property only appears when you select **Custom** from the **Mode** drop-down. | -| **Shoulder Strength** | Use the slider to set the strength of the transition between the curve's midsection and the curve's shoulder. A value of 0 results in no transition and a value of 1 results in a very hard transition.
This property only appears when you select **Custom** from the **Mode** drop-down. | -| **Shoulder Length** | Set the amount of f-stops to add to the dynamic range of the curve. This is how much of the highlights that the curve takes into account.
This property only appears when you select **Custom** from the **Mode** drop-down. | -| **Shoulder Angle** | Use the slider to set how much overshoot to add to the curve's shoulder.
This property only appears when you select **Custom** from the **Mode** drop-down. | -| **Gamma** | Set a gamma correction to the entire curve.
This property only appears when you select **Custom** from the **Mode** drop-down. | +| **Toe Strength** | Use the slider to set the strength of the transition between the curve's toe and the curve's mid-section. A value of 0 results in no transition and a value of 1 results in a very hard transition.
This property only appears when you select **Custom** from the **Mode** drop-down. | +| **Toe Length** | Use the slider to set the length of the curve's toe. Higher values result in longer toes and therefore contain more of the dynamic range.
This property only appears when you select **Custom** from the **Mode** drop-down. | +| **Shoulder Strength** | Use the slider to set the strength of the transition between the curve's midsection and the curve's shoulder. A value of 0 results in no transition and a value of 1 results in a very hard transition.
This property only appears when you select **Custom** from the **Mode** drop-down. | +| **Shoulder Length** | Set the amount of f-stops to add to the dynamic range of the curve. This is how much of the highlights that the curve takes into account.
This property only appears when you select **Custom** from the **Mode** drop-down. | +| **Shoulder Angle** | Use the slider to set how much overshoot to add to the curve's shoulder.
This property only appears when you select **Custom** from the **Mode** drop-down. | +| **Gamma** | Set a gamma correction to the entire curve.
This property only appears when you select **Custom** from the **Mode** drop-down. | | **Lookup Texture** | Assign a log-encoded Texture that this effect applies as a custom lookup table.
This property only appears when you select **External** from the **Mode** drop-down. | | **Contribution** | Use the slider to set the overall contribution that the lookup **Texture** has to the color grading effect.
This property only appears when you select **External** from the **Mode** drop-down. | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md index 892f79087b0..324971871fd 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Reflections.md @@ -1,6 +1,6 @@ # Ray-Traced Reflections -Ray-Traced Reflections is a ray tracing feature in the High Definition Render Pipeline (HDRP). It is an alternative, more accurate, ray-traced solution to [Screen Space Reflection](Override-Screen-Space-Reflection) that can make use of off screen data. +Ray-Traced Reflections is a ray tracing feature in the High Definition Render Pipeline (HDRP). It is an alternative, more accurate, ray-traced solution to [Screen Space Reflection](Override-Screen-Space-Reflection.html) that can make use of off screen data. ![](Images/RayTracedReflections1.png) @@ -61,7 +61,7 @@ Alongside the standard properties, Unity exposes extra properties depending on t | ------------------------- | ------------------------------------------------------------ | | **Ray Tracing** | Makes HDRP use ray tracing to process screen-space reflections. Enabling this exposes properties that you can use to adjust the quality of ray-traced reflections. | | **Minimum Smoothness** | Controls the minimum smoothness value for a pixel at which HDRP processes ray-traced reflections. If the smoothness value of the pixel is lower than this value, HDRP falls back to the next available reflection method in the [reflection hierarchy](Reflection-in-HDRP.html#ReflectionHierarchy). | -| **Smoothness Fade Start** | This feature has not been implemented yet and currently does nothing. Ray tracing in HDRP is experimental so some features have not been implemented yet. | +| **Smoothness Fade Start** | Controls the smoothness value at which the smoothness controlled fade out starts. The fade is in the range [Min Smoothness, Smoothness Fade Start]. | | **Reflect Sky** | Enable this feature to specify to HDRP that it should use the sky as a fall-back for ray-traced reflections when a ray doesn't find an intersection. | | **LayerMask** | Defines the layers that HDRP processes this ray-traced effect for. | | **Ray Length** | Controls the length of the rays that HDRP uses for ray tracing. If a ray doesn't find an intersection, then the ray returns the color of the sky if Reflect Sky is enabled, or black if not. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md index 919c1dc6885..d023947874a 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Traced-Shadows.md @@ -29,7 +29,7 @@ Finally, to make HDRP process ray-traced shadows for your Directional, Point, or 1. Under the Shadow Map fold-out in the Shadows section, click the Enable checkbox. 2. Also in the Shadow Map foldout, enable Ray-Traced Shadows. For Directional Lights, you need to enable Screen Space Shadows to access this property. -3. To change the behavior of the shadows, edit the properties under Ray-Traced Shadows . +3. To change the behavior of the shadows, edit the properties under Ray-Traced Shadows. @@ -47,7 +47,7 @@ Ray-traced shadows offer an alternative to the cascade shadow map that Direction ![](Images/RayTracedShadows3.png) -**Ray raced Directional Light shadows (Sun Angle = 0.53, the angle of the Sun as seen from Earth)** +**Ray-traced Directional Light shadows (Sun Angle = 0.53, the angle of the Sun as seen from Earth)** Ray-traced shadows allow for transparent and transmissive GameObjects, lit by Directional Lights, to cast colored shadows. @@ -73,7 +73,7 @@ Ray-traced shadows allow for transparent and transmissive GameObjects, lit by Di ## Point And Spot Light -Ray-traced shadows offer an alternative to the shadow map that Point and Spot Lights use for opaque GameObjects. HDRP still evaluates the lighting of a Point Light as coming from a single point in space (the light is [punctual](Glossary.html#PunctualLights)), but it evaluates the shadowing as if the light was coming from the surface of a sphere. On the other side, HDRP evaluates the lighting of a Spot Light as coming from a single point in space, but it evaluates the shadowing as if the light was coming from the surface of a cone. +Ray-traced shadows offer an alternative to the shadow map that Point and Spot Lights use for opaque GameObjects. HDRP still evaluates the lighting of a Point Light as coming from a single point in space (the light is [punctual](Glossary.md#punctual-lights)), but it evaluates the shadowing as if the light was coming from the surface of a sphere. On the other side, HDRP evaluates the lighting of a Spot Light as coming from a single point in space, but it evaluates the shadowing as if the light was coming from the surface of a cone. ![](Images/RayTracedShadows4.png) @@ -91,11 +91,11 @@ Ray-traced shadows offer the possibility of semi-transparent shadows for Point L ![](Images/RayTracedShadows11.png) -**Ray-traced Point Light shadows with emi-transparent shadows** +**Ray-traced Point Light shadows with semi-transparent shadows** ![](Images/RayTracedShadows12.png) -**Ray-traced Point Light shadows without emi-transparent shadows** +**Ray-traced Point Light shadows without semi-transparent shadows** ### Properties diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Debug.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Debug.md index 6d0b80333c5..0b857af996c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Debug.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Debug.md @@ -16,6 +16,6 @@ The High Definition Render Pipeline (HDRP) includes the [Render Pipeline Debug w | **SSAO** | When [Ray-Traced Ambient Occlusion](Ray-Traced-Ambient-Occlusion.html) is active, this displays the screen space buffer that holds the ambient occlusion. | | **Screen Space Reflection** | When [Ray-Traced Reflections](Ray-Traced-Reflections.html) are active, this displays the ray-traced reflections. | | **Contact Shadows** | When [Ray-Traced Contact Shadows](Ray-Traced-Contact-Shadows.html) are active, this displays the ray-traced contact shadows. | -| **Screen Space Shadows** | When screen space shadows are active, this displays the set of screen space shadows. If you select this option, Unity exposes the **Screen Space Shadow Index** slider that allows you to change the currently active shadows. | +| **Screen Space Shadows** | When screen space shadows are active, this displays the set of screen space shadows. If you select this option, Unity exposes the **Screen Space Shadow Index** slider that allows you to change the currently active shadows. Area lights shadows take two channels. | | **Indirect Diffuse** | When [Ray-Traced Global Illumination](Ray-Traced-Global-Illumination.html) is active, this displays a screen space buffer that holds the indirect diffuse lighting. | | **Light Cluster** | This displays the cluster using a debug view that allows you to see the regions of the Scene where light density is higher, and potentially more resource-intensive to evaluate. | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md index 59b0a021d4a..1a7c0d7e3ce 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Ray-Tracing-Getting-Started.md @@ -14,15 +14,18 @@ This document covers: ## Hardware requirements -Ray tracing hardware acceleration is only available on certain graphics cards. The graphics cards with full support are: +Full ray tracing hardware acceleration is available on following GPUs: +- NVIDIA GeForce RTX 2060, RTX 2080 Super, RTX 2070, RTX 2070 Super, RTX 2080, RTX 2080 Super, RTX 2080 Ti +NVIDIA TITAN RTX +- NVIDIA Quadro RTX 3000 (laptop only), RTX 4000, RTX 5000, RTX 6000, RTX 8000 -- NVIDIA Volta (Titan X) -- NVIDIA Turing RTX (2060, 2070, 2080, and their TI variants) +NVIDIA also provides a ray tracing fallback for some previous generation graphics cards: +- NVIDIA GeForce GTX + - Turing generation: GTX 1650, GTX 1660 Super, GTX 1660 Ti + - Pascal generation: GTX 1060, GTX 1070, GTX 1080, GTX 1080 Ti +- NVIDIA TITAN V +- NVIDIA Quadro: P4000, P5000, P6000, V100 -NVIDIA also provides a ray tracing fallback for some other generation graphics cards: - -- NVIDIA Turing GTX (1660 and 1660 Ti) -- NVIDIA Pascal (1060, 1070, 1080 and their TI variants) If your computer has one of these graphics cards, it can run ray tracing in Unity. @@ -139,7 +142,7 @@ Now that your HDRP Project supports ray tracing, there are a few steps you must #### Frame Settings -To make HDRP calculates ray tracing effects for [Cameras](HDRP-Camera.html) in your Scene, make sure your Cameras use [Frame Settings](Frame-Settings) that have ray tracing enabled. You can enable ray tracing for all Cameras by default, or you can enable ray tracing for specific Cameras in your Scene. +To make HDRP calculates ray tracing effects for [Cameras](HDRP-Camera.html) in your Scene, make sure your Cameras use [Frame Settings](Frame-Settings.html) that have ray tracing enabled. You can enable ray tracing for all Cameras by default, or you can enable ray tracing for specific Cameras in your Scene. To enable ray tracing by default: @@ -160,9 +163,9 @@ To enable ray tracing for a specific Camera: HDRP uses ray tracing to replace some of its screen space effects, shadowing techniques, and Mesh rendering techniques. - [Ray-Traced Ambient Occlusion](Ray-Traced-Ambient-Occlusion.html) replaces [screen space ambient occlusion](Override-Ambient-Occlusion.html) with a more accurate, ray-traced, ambient occlusion technique that can use off screen data. -- [Ray-Traced Contact Shadows](Ray-Tracing-Contact-Shadows.html) replaces [contact shadows](Override-Contact-Shadows) with a more accurate, ray-traced, contact shadow technique that can use off screen data. +- [Ray-Traced Contact Shadows](Ray-Traced-Contact-Shadows.html) replaces [contact shadows](Override-Contact-Shadows.html) with a more accurate, ray-traced, contact shadow technique that can use off screen data. - [Ray-Traced Global Illumination](Ray-Traced-Global-Illumination.html) is an alternative to Light Probes and lightmaps in HDRP. -- [Ray-Traced Reflections](Ray-Traced-Reflections.html) is a replacement for [screen space reflection](Override-Screen-Space-Reflection) that uses a ray-traced reflection technique that can use off-screen data. +- [Ray-Traced Reflections](Ray-Traced-Reflections.html) is a replacement for [screen space reflection](Override-Screen-Space-Reflection.html) that uses a ray-traced reflection technique that can use off-screen data. - [Ray-Traced Shadows](Ray-Traced-Shadows.html) replace shadow maps for Directional, Point, and Area [Lights](Light-Component.html). - [Recursive Ray Tracing](Ray-Tracing-Recursive-Rendering.html) replaces the rendering pipeline for Meshes. Meshes that use this feature cast refraction and reflection rays recursively. @@ -181,7 +184,10 @@ d3d12: generating mipmaps for array textures is not yet supported. There is no support for ray tracing on other platform than DX12 for now. HDRP ray tracing in Unity 2019.3 has the following limitations: -- Does not support deformers (skin, vertex animation). +- Does not support deformers (skinning, blend shape, alembic, vertex animation). +- Does not support tessellation +- Does not support per pixel displacement (parallax occlusion mapping, height map, depth offset) - Does not support VFX and Terrain. - Does not support several of HDRP's Materials. This includes Hair, StackLit, Eye, and AxF Materials. - Does not have correct culling for shadows. It uses frustum culling instead. +HDRP ray tracing in Unity 2020.1 and above add support for skinning, blend shapes and alembic. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md index 89ba30667fd..5a4d08eb63e 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probe.md @@ -12,7 +12,7 @@ The HDRP Reflection Probe uses the [built-in render pipeline Reflection Probe](h | **Property** | **Description** | | ----------------- | ------------------------------------------------------------ | -| **Type** | Use the drop-down to select the mode this Reflection Probe uses to capture a view of the Scene. Reflective Materials query this capture to process reflections for their surface.
• **Realtime**: Makes the Reflection Probe capture a view of the Scene in real time. Use the **Realtime Mode** property to set the time period.
• **Custom**: Allows you to assign a cubemap Texture to act as the Reflection Probe's captured view of the Scene. Use the **Texture** property to assign the cubemap.
• **Baked**: Makes the Reflection Probe use a static cubemap Texture at runtime. You must bake this Texture before you build your Unity Project. | +| **Type** | Use the drop-down to select the mode this Reflection Probe uses to capture a view of the Scene. Reflective Materials query this capture to process reflections for their surface.
• **Realtime**: Makes the Reflection Probe capture a view of the Scene in real time. Use the **Realtime Mode** property to set the time period.
• **Custom**: Allows you to assign a cubemap Texture to act as the Reflection Probe's captured view of the Scene. Use the **Texture** property to assign the cubemap.
• **Baked**: Makes the Reflection Probe use a static cubemap Texture at runtime. You must bake this Texture before you build your Unity Project. In this mode, the Reflection Probe does not capture GameObjects have their Reflection Probe Static flag disabled. | | **Realtime Mode** | Use the drop-down to select how often the Reflection Probe should capture a view of the Scene.
•**Every Frame**: Updates the Probe’s capture data every frame.
• **On Enable**: Updates the Probe’s capture data each time Unity calls the component’s `OnEnable()` function. This occurs whenever you enable the component in the Inspector or activate the GameObject that the component attaches to.

This property only appears when you select **Realtime** from the **Type** drop-down. | | **Texture** | Assign a Texture for the Reflection Probe to use as its captured view of the Scene.
This property only appears when you select **Custom** from the **Type** drop-down. | @@ -86,4 +86,4 @@ You can use Scene view gizmos to visually customize specific properties. | ![](Images/ReflectionProbeGizmo1.png) | **Influence Volume boundary**. | Provides Scene view handles that allow you to resize the boundaries of the [Influence Volume](#InfluenceVolume), which defines the area this Reflection Probe affects reflective Materials. Edits the **Box Size** or **Radius** value, depending on the **Shape** you select. | | ![](Images/ReflectionProbeGizmo2.png) | **Blend Distance boundary**. | Provides Scene view handles that allows you to alter the inward distance from the **Box Size** or **Radius** at which this Reflection Probe blends with other Reflection Probes. Its behavior depends on the [workflow mode](#Workflows) you are using. It scales all sides equally in **Normal** mode, scales just the side with the handle you control in **Advanced** mode. | | ![](Images/ReflectionProbeGizmo3.png) | **Blend Normal Distance boundary**. | Provides Scene view handles that allow you to resize the boundary where pixels with a normal pointing away from the **Capture Position** don’t receive any influence from this Probe. | -| ![](Images/ReflectionProbeGizmo4.png) | **Capture Position**. | Changes the behavior of the Move Tool so that it alters the **Capture Position** property, rather than the **Position** of the **Transform**. | \ No newline at end of file +| ![](Images/ReflectionProbeGizmo4.png) | **Capture Position**. | Changes the behavior of the Move Tool so that it alters the **Capture Position** property, rather than the **Position** of the **Transform**. | diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md index 1db5ae91b6b..1d779b8b855 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Reflection-Probes-Intro.md @@ -11,4 +11,6 @@ The High Definition Render Pipeline (HDRP) allows you to use two different Refle To create a **Reflection Probe** in the Unity Editor, select **GameObject > Light > Reflection Probe** or **Planar Reflection Probe**. -You can customize the behavior of a Reflection Probe in the Inspector. Both types of HDRP Reflection Probe are separate components, but share many of the same properties. For information on each Reflection Probe’s properties, see the [Reflection Probe](Reflection-Probe.html) and [Planar Reflection Probe](Planar-Reflection-Probe.html) documentation. \ No newline at end of file +You can customize the behavior of a Reflection Probe in the Inspector. Both types of HDRP Reflection Probe are separate components, but share many of the same properties. For information on each Reflection Probe’s properties, see the [Reflection Probe](Reflection-Probe.html) and [Planar Reflection Probe](Planar-Reflection-Probe.html) documentation. + +To make sure HDRP does not apply post-processing effects twice, once in a Reflection Probe's capture and once in a Camera's capture of the reflection, HDRP does not apply post-processing to the Reflection Probe capture. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Refraction-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Refraction-in-HDRP.md index 156970cfbf6..a693f3965b3 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Refraction-in-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Refraction-in-HDRP.md @@ -18,6 +18,8 @@ To set up refraction on your Material, you need to do the following: For more information on the properties that control refraction, see [Surface Type](Surface-Type.html). +Note that, intuitively, the less smooth the material is for the refracting object the blurrier the refraction will be. + Settings up a Probe Proxy Volume is also necessary if you want to use screen space refraction effectively. This is because screen space refraction uses the Probe Proxy Volume to approximate the scene and find the correct refracted color. To obtain the best results, the proxy volume should approximate as much of the Scene where refracted rays are intended to land as possible. For more information on proxy volumes, see the [Reflection Proxy Volume](Reflection-Proxy-Volume.html) page. ## Refraction calculation diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md index b080e3cbc17..1bb071c12ee 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Debug-Window.md @@ -85,7 +85,7 @@ The **Material** panel has tools that you can use to visualize different Materia | **Attributes** | Use the drop-down to select a 3D GameObject attribute, like Texture Coordinates or Vertex Color, to visualize on screen. | | **Properties** | Use the drop-down to select a property that the debugger uses to highlight GameObjects on screen. The debugger highlights GameObjects that use a Material with the property that you select. | | **GBuffer** | Use the drop-down to select a property to visualize from the GBuffer for deferred Materials. | -| **Material Validator** | Use the drop-down to select properties to show validation colors for.**Diffuse Color**: Select this option to check if the diffuse colors in your Scene adheres to an acceptable [PBR](Glossary.html#PhysicallyBasedRendering) range. If the Material color is out of this range, the debugger displays it in the **Too High Color** color if it is above the range, or in the **Too Low Color** if it is below the range.**Metal or SpecularColor**: Select this option to check if a pixel contains a metallic or specular color that adheres to an acceptable PBR range. If it does not, the debugger highlights it in the **Not A Pure Metal Color**.For information about the acceptable PBR ranges in Unity, see the [Material Charts documentation](https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html). | +| **Material Validator** | Use the drop-down to select properties to show validation colors for.
• **Diffuse Color**: Select this option to check if the diffuse colors in your Scene adheres to an acceptable [PBR](Glossary.html#PhysicallyBasedRendering) range. If the Material color is out of this range, the debugger displays it in the **Too High Color** color if it is above the range, or in the **Too Low Color** if it is below the range.
• **Metal or SpecularColor**: Select this option to check if a pixel contains a metallic or specular color that adheres to an acceptable PBR range. If it does not, the debugger highlights it in the **Not A Pure Metal Color**.For information about the acceptable PBR ranges in Unity, see the [Material Charts documentation](https://docs.unity3d.com/Manual/StandardShaderMaterialCharts.html). | | **- Too High Color** | Use the color picker to select the color that the debugger displays when a Material's diffuse color is above the acceptable PBR range. This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | | **- Too Low Color** | Use the color picker to select the color that the debugger displays when a Material's diffuse color is below the acceptable PBR range. This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | | **- Not A Pure Metal Color** | Use the color picker to select the color that the debugger displays if a pixel defined as metallic has a non-zero albedo value. The debugger only highlights these pixels if you enable the **True Metals** checkbox. This property only appears when you select **Diffuse Color** or **Metal or SpecularColor** from the **Material Validator** drop-down. | @@ -103,14 +103,14 @@ The **Lighting** panel has tools that you can use to visualize various component | **Show Punctual Lights** | Enable the checkbox to see [punctual Lights](Glossary.html#PunctualLight) in your Scene. Disable this checkbox to remove punctual Lights from your Scene's lighting. | | **Show Area Lights** | Enable the checkbox to see area Lights in your Scene. Disable this checkbox to remove punctual Lights from your Scene's lighting. | | **Show Reflection Probes** | Enable the checkbox to see Reflection Probes in your Scene. Disable this checkbox to remove Reflection Probes from your Scene's lighting. | -| **Shadow Debug Mode** | Use the drop-down to select which shadow debug information to overlay on the screen.**None**: Select this mode to remove the shadow debug information from the screen.**VisualizePunctualLightAtlas**: Select this mode to overlay the shadow atlas for [punctual Lights](Glossary.html#PunctualLight) in your Scene.**VisualizeDirectionalLightAtlas**: Select this mode to overlay the shadow atlas for Directional Lights in your Scene.**VisualizeAreaLightAtlas**: Select this mode to overlay the shadow atlas for area Lights in your Scene.**VisualizeShadowMap**: Select this mode to overlay a single shadow map for a Light in your Scene.**SingleShadow**: Select this mode to replace the lighting in the Scene with lighting just from the Light you have selected (in black and white). | +| **Shadow Debug Mode** | Use the drop-down to select which shadow debug information to overlay on the screen.
• **None**: Select this mode to remove the shadow debug information from the screen.
• **VisualizePunctualLightAtlas**: Select this mode to overlay the shadow atlas for [punctual Lights](Glossary.html#PunctualLight) in your Scene.
• **VisualizeDirectionalLightAtlas**: Select this mode to overlay the shadow atlas for Directional Lights in your Scene.
• **VisualizeAreaLightAtlas**: Select this mode to overlay the shadow atlas for area Lights in your Scene.
• **VisualizeShadowMap**: Select this mode to overlay a single shadow map for a Light in your Scene.
• **SingleShadow**: Select this mode to replace the Scene's lighting with a single Light. To select which Light to isolate, see **Use Selection** or **Shadow Map Index**.| | **- Use Selection** | Enable the checkbox to show the shadow map for the Light you select in the Scene. This property only appears when you select **VisualizeShadowMap** or **SingleShadow** from the **Shadow Debug Mode** drop-down. | | **- Shadow Map Index** | Use the slider to select the index of the shadow map to view. To use this property correctly, you must have at least one [Light](Light-Component.html) in your Scene that uses shadow maps. | | **Global Shadow Scale Factor** | Use the slider to set the global scale that HDRP applies to the shadow rendering resolution. | | **Clear Shadow Atlas** | Enable the checkbox to clear the shadow atlas every frame. | | **Shadow Range Minimum Value** | Set the minimum shadow value to display in the various shadow debug overlays. | | **Shadow Range Maximum Value** | Set the maximum shadow value to display in the various shadow debug overlays. | -| **Lighting Debug Mode** | Use the drop-down to select a lighting mode to debug. For example, you can visualize diffuse lighting, specular lighting, and Directional Light shadow cascades. | +| **Lighting Debug Mode** | Use the drop-down to select a lighting mode to debug. For example, you can visualize diffuse lighting, specular lighting, direct diffuse lighting, direct specular lighting, indirect diffuse lighting, indirect specular lighting, emissive lighting and Directional Light shadow cascades. | | **Light Hierarchy Debug Mode** | Use the drop-down to select a light type to show the direct lighting for or a Reflection Probe type to show the indirect lighting for. | | **Fullscreen Debug Mode** | Use the drop-down to select a fullscreen lighting effect to debug. For example, you can visualize [Contact Shadows](Override-Contact-Shadows.html), the depth pyramid, and indirect diffuse lighting. | | **Override Smoothness** | Enable the checkbox to override the smoothness for the entire Scene. | @@ -122,8 +122,8 @@ The **Lighting** panel has tools that you can use to visualize various component | **- Specular Color** | Use the color picker to set the specular color that HDRP uses for the entire Scene. | | **Override Emissive Color** | Enable the checkbox to override the emissive color for the entire Scene. | | **- Emissive Color** | Use the color picker to set the emissive color that HDRP uses for the entire Scene. | -| **Tile/Cluster Debug** | Use the drop-down to select an internal HDRP lighting structure to visualize on screen.**None**: Select this option to turn off this debug feature.**Tile**: Select this option to show an overlay of each lighting tile, and the number of lights in them.**Cluster**: Select this option to show an overlay of each lighting cluster that intersects opaque geometry, and the number of lights in them.**Material Feature Variants**: Select this option to show the index of the lighting Shader variant that HDRP uses for a tile. You can find variant descriptions in the *lit.hlsl* file. | -| **- Tile/Cluster Debug By Category** | Use the drop-down to select the Light type that you want to show the Tile/Cluster debug information for. The options include [Light Types](Light-Component.html), [Decals](Decal-Projector.html), and [Density Volumes](Density-Volumes.html).This property only appears when you select **Tile** or **Cluster** from the **Tile/Cluster Debug** drop-down. | +| **Tile/Cluster Debug** | Use the drop-down to select an internal HDRP lighting structure to visualize on screen.
• **None**: Select this option to turn off this debug feature.
• **Tile**: Select this option to show an overlay of each lighting tile, and the number of lights in them.
• **Cluster**: Select this option to show an overlay of each lighting cluster that intersects opaque geometry, and the number of lights in them.
• **Material Feature Variants**: Select this option to show the index of the lighting Shader variant that HDRP uses for a tile. You can find variant descriptions in the *lit.hlsl* file. | +| **- Tile/Cluster Debug By Category** | Use the drop-down to select the Light type that you want to show the Tile/Cluster debug information for. The options include [Light Types](Light-Component.html), [Decals](Decal-Projector.html), and [Density Volumes](Density-Volume.html).This property only appears when you select **Tile** or **Cluster** from the **Tile/Cluster Debug** drop-down. | | **Display Sky Reflection** | Enable the checkbox to display an overlay of the cube map that the current sky generates and HDRP uses for lighting. | | **- Sky Reflection Mipmap** | Use the slider to set the mipmap level of the sky reflection cubemap. Use this to view the sky reflection cubemap's different mipmap levels.This property only appears when you enable the **Display Sky Reflection** checkbox. | | **Display Light Volumes** | Enable the checkbox to show an overlay of all light bounding volumes. | @@ -140,8 +140,8 @@ The **Rendering** panel has tools that you can use to visualize various HDRP ren | **Debug Option** | **Description** | | ----------------------------- | ------------------------------------------------------------ | -| **Fullscreen Debug Mode** | Use the drop-down to select a rendering mode to display as an overlay on the screen.**Motion Vectors**: Select this option to display motion vectors.**NaN Tracker**: Select this option to display an overlay that highlights [NaN]() values. | -| **MipMaps** | Use the drop-down to select a mipmap streaming property to debug.**None**: Select this option to disable this debug feature.**MipRatio**: Select this option to display a heat map of pixel to texel ratio. A blue tint represents areas with too little Texture detail (the Texture is too small). A bed tint represents areas with too much Texture detail (the Texture is too large for the screen area). If the debugger shows the original colour for a pixel, this means that the level of detail is just right.**MipCount**: Select this option to display mip count as grayscale from black to white as the number of mips increases (for up to 14 mips, or 16K size). Red inidates Textures with more than 14 mips. Magenta indicates Textures with 0 mips or that the Shader does not support mip count.**MipCountReduction**: Select this option to display the difference between the current mip count and the original mip count as a green scale. A brighter green represents a larger reduction (that mip streaming saves more Texture memory). Magenta means that the debugger does not know the original mip count.**StreamingMipBudget**: Select this option to display the mip status due to streaming budget. Green means that streaming Textures saves some memory. Red means that mip levels are lower than is optimal, due to full Texture memory budget. White means that streaming Textures saves no memory.**StreamingMip**: Select this option to display the same information as **StreamingMipBudget**, but to apply the colors to the original Textures. | +| **Fullscreen Debug Mode** | Use the drop-down to select a rendering mode to display as an overlay on the screen.
• **Motion Vectors**: Select this option to display motion vectors.
• **NaN Tracker**: Select this option to display an overlay that highlights [NaN]() values. | +| **MipMaps** | Use the drop-down to select a mipmap streaming property to debug.
• **None**: Select this option to disable this debug feature.
• **MipRatio**: Select this option to display a heat map of pixel to texel ratio. A blue tint represents areas with too little Texture detail (the Texture is too small). A bed tint represents areas with too much Texture detail (the Texture is too large for the screen area). If the debugger shows the original colour for a pixel, this means that the level of detail is just right.
• **MipCount**: Select this option to display mip count as grayscale from black to white as the number of mips increases (for up to 14 mips, or 16K size). Red inidates Textures with more than 14 mips. Magenta indicates Textures with 0 mips or that the Shader does not support mip count.
• **MipCountReduction**: Select this option to display the difference between the current mip count and the original mip count as a green scale. A brighter green represents a larger reduction (that mip streaming saves more Texture memory). Magenta means that the debugger does not know the original mip count.
• **StreamingMipBudget**: Select this option to display the mip status due to streaming budget. Green means that streaming Textures saves some memory. Red means that mip levels are lower than is optimal, due to full Texture memory budget. White means that streaming Textures saves no memory.
• **StreamingMip**: Select this option to display the same information as **StreamingMipBudget**, but to apply the colors to the original Textures. | | **- Terrain Texture** | Use the drop-down to select the terrain Texture to debug the mipmap for. This property only appears when you select an option other than **None** from the **MipMaps** drop-down. | | **Color Picker - Debug Mode** | Use the drop-down to select the format of the color picker display. | | **Color Picker - Font Color** | Use the color picker to select a color for the font that the Color Picker uses for its display. | @@ -182,4 +182,4 @@ Unity processes **Sanitized**, **Overridden**, and **Default** in a specific ord ![](Images/RenderPipelineDebug2.png) - In the image above, the **Light Layers** checkbox is disabled at the **Sanitized** step. This means that, although **Light Layers** is enabled in the Frame Settings this Camera uses, it is not enabled in the HDRP Asset’s **Render Pipeline Supported Features**. -- Also in the image above, the **Decals** checkbox is disabled at the **Overridden** step. This means that **Decals** is enabled in the default Camera Frame Settings and then **Decals** is disabled for that specific Camera’s **Custom Frame Settings**. \ No newline at end of file +- Also in the image above, the **Decals** checkbox is disabled at the **Overridden** step. This means that **Decals** is enabled in the default Camera Frame Settings and then **Decals** is disabled for that specific Camera’s **Custom Frame Settings**. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md index 88b5a6d0b74..38fde79730d 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Render-Pipeline-Wizard.md @@ -102,5 +102,5 @@ When upgrading a project from the built-in render pipeline to HDRP, you need to - **Upgrade Project Materials to High Definition Materials**: Upgrades every Material in your Unity Project to HDRP Materials. - **Upgrade Selected Materials to High Definition Materials**: Upgrades every Material currently selected to HDRP Materials. -- **Upgrade Unity Builtin Scene Light Intensity for High Definition**: Upgrades each Light in the current Scene to HDRP compatible intensity values. +- **Multiply Unity Builtin Directional Light Intensity to match High Definition**: Multiply intensity of each Directional Light in the current Scene to match HDRP compatible intensity values. Caution: This script should be executed only once. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Renderer-And-Material-Priority.md b/com.unity.render-pipelines.high-definition/Documentation~/Renderer-And-Material-Priority.md index cd106e32f24..5ccb4349511 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Renderer-And-Material-Priority.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Renderer-And-Material-Priority.md @@ -2,7 +2,7 @@ A render pipeline must sort objects before rendering them to make sure that they appear on the screen in the correct order. The render pipeline must draw objects that are far away from the Camera first, so that it can draw closer objects over the top of them later. If the order is not correct, objects further away from the Camera can appear in front of closer objects. -The built-it Unity render pipeline sorts GameObjects according to their [Rendering Mode](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterRenderingMode.htm) and [renderQueue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html). HDRP uses the render queue in a different way, in that HDRP Materials do not expose the render queue directly. Instead, HDRP introduces two methods of control. Sorting by [Material](#SortingByMaterial) and sorting by [Renderer](#SortingByRenderer). +The built-it Unity render pipeline sorts GameObjects according to their [Rendering Mode](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterRenderingMode.html) and [renderQueue](https://docs.unity3d.com/ScriptReference/Material-renderQueue.html). HDRP uses the render queue in a different way, in that HDRP Materials do not expose the render queue directly. Instead, HDRP introduces two methods of control. Sorting by [Material](#SortingByMaterial) and sorting by [Renderer](#SortingByRenderer). HDRP uses these two sorting methods together to control the render queue. To calculate the order of the render queue, HDRP: diff --git a/com.unity.render-pipelines.high-definition/Documentation~/SGNode-Emission.md b/com.unity.render-pipelines.high-definition/Documentation~/SGNode-Emission.md index 4e1da19aac8..c3449f0beb4 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/SGNode-Emission.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/SGNode-Emission.md @@ -14,7 +14,7 @@ The Emission Node allows you to apply emission in your Shader Graph. You can use two [physical light units](Physical-Light-Units.html) to control the strength of the emission: * [Nits](Physical-Light-Units.html#Nits). -* [EV100](Physical-Light-Units#EV). +* [EV100](Physical-Light-Units.html#EV). ## Exposure Weight diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md index 4ecd5cdca8b..2dede000014 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Shadows-in-HDRP.md @@ -53,9 +53,10 @@ Using high shadow bias values may result in light "leaking" through Meshes. This After HDRP captures a shadow map, it processes filtering on the map in order to decrease the aliasing effect that occurs on low resolution shadow maps. Different filters affect the perceived sharpness of shadows. -To change which filter HDRP uses, change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). There are currently four filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities). +To change which filter HDRP uses, the method depends on which filter quality you want to use and whether your HDRP Project uses [forward or deferred rendering](Forward-And-Deferred-Rendering.md). -Currently, if you want to use **High** quality (PCSS) filtering in [deferred](Forward-And-Deferred-Rendering.html) mode, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation. +* **Forward rendering**: Change the **Filtering Quality** property in your Unity Project’s [HDRP Asset](HDRP-Asset.html). This method works for every filter quality. There are currently three filter quality presets for directional and punctual lights. For information on the available filter qualities, see the [Filtering Qualities table](HDRP-Asset.html#FilteringQualities). +* **Deferred rendering**: For **Low** and **Medium** filter qualities, use the same method as forward rendering. If you want to use **High** quality (PCSS) filtering, you need to enable it in the [HDRP Config package](HDRP-Config-Package.html). For information on how to do this, see the [Example section](HDRP-Config-Package.html#Example) of the Config package documentation. ## Shadowmasks diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Subsurface-Scattering.md b/com.unity.render-pipelines.high-definition/Documentation~/Subsurface-Scattering.md index 1ec53d0a336..ca59614540c 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Subsurface-Scattering.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Subsurface-Scattering.md @@ -4,20 +4,20 @@ __Subsurface Scattering__ handles light that penetrates and moves within the are Subsurface scattering also handles the light that penetrates GameObjects from behind and makes those GameObjects look transparent. For certain types of objects, the screen-space blur effect may not make a large visual difference. Therefore, HDRP implements two material types: -* __Subsurface Scattering__ implements both the screen-space blur effect and transmission (you can disable the latter) +* __Subsurface Scattering__ implements both the screen-space blur effect and transmission (you can disable the latter). * __Translucent__ only models transmission. ## Enabling Subsurface Scattering -To enable subsurface scattering in your [HDRP Asset](HDRP-Asset.html): +To enable subsurface scattering in your [HDRP Asset](HDRP-Asset.md): -- In the HDRP Asset’s Inspector window, navigate to the __Material__ section and enable the __Subsurface Scattering__ checkbox. -- When you enable the __Subsurface Scattering__ checkbox, HDRP displays the __High Quality__ option. You can Enable the checkbox to increase the sample count and reduce the amount of visual noise the blur pass can cause by undersampling. Note that this is around two and a half times more resource intensive than the default quality. -- Within the __HDRP Asset__, locate the __Default Frame Settings__. Under the __Lighting__ section, enable __Subsurface Scattering__ and __Transmission__. +1. In the HDRP Asset’s Inspector window, go to the __Material__ section and enable the __Subsurface Scattering__ checkbox. +2. When you enable the __Subsurface Scattering__ checkbox, HDRP displays the __High Quality__ option. You can Enable this option to increase the sample count and reduce the amount of visual noise the blur pass can cause by under sampling. Note that this is around two and a half times more resource intensive than the default quality. +3. Go to **Edit > Project Settings > HDRP Default Settings** and, in the **Default Frame Settings** section, under the __Lighting__ subsection, enable __Subsurface Scattering__ and __Transmission__. -HDRP stores most subsurface scattering settings in a [Diffusion Profile Settings](Diffusion-Profile.html) Asset. The __Diffusion Profile List Asset__ contains a set of 15 Diffusion Profiles you can edit and later assign to your Materials. +HDRP stores most subsurface scattering settings in a [Diffusion Profile](Diffusion-Profile.md). HDRP supports up to 15 custom Diffusion Profiles in view at the same time, but you can override which Diffusion Profiles HDRP uses and thus use as many Diffusion Profiles as you want throughout your project. To do this, use the [Diffusion Profile Override](Override-Diffusion-Profile.md) in the [Volume](Volumes.md) system. This [override](Volume-Components.md) lets you specify 15 custom Diffusion Profiles which HDRP can use for a Camera within the override's Volume. -To create a Diffusion Profile Asset, navigate to __Assets > Create > Rendering > Diffusion Profile Settings__. To use it, open your HDRP Asset and assign the new Diffusion Profile Asset to the __Diffusion Profile List__ property. +For information on how to create and use a Diffusion Profile, see the [Diffusion Profile documentation](Diffusion-Profile.md) ## Adding Subsurface Scattering to your Material @@ -27,6 +27,6 @@ For the __Subsurface Scattering__ material type, uncheck the __Transmission__ ch ### Customizing Subsurface Scattering behavior -When you select __Subsurface Scattering__ or __Translucent__ from the __Material Type__ drop-down, Unity exposes several new properties in the Material UI. For information on how to use these properties to customize the behavior of the subsurface scattering effect, see the [Material Type documentation](Material-Type.html). +When you select __Subsurface Scattering__ or __Translucent__ from the __Material Type__ drop-down, Unity exposes several new properties in the Material UI. For information on how to use these properties to customize the behavior of the subsurface scattering effect, see the [Material Type documentation](Material-Type.md). You can learn more about HDRP’s implementation in our [Efficient Screen-Space Subsurface Scattering](http://advances.realtimerendering.com/s2018/Efficient%20screen%20space%20subsurface%20scattering%20Siggraph%202018.pdf) presentation. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md b/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md new file mode 100644 index 00000000000..d8f06030ca6 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/System-Requirements.md @@ -0,0 +1,37 @@ +# Requirements and compatibility + +This page contains information on system requirements and compatibility of the High Definition Render Pipeline (HDRP) package. + +## Unity Editor compatibility + +The following table shows the compatibility of the High Definition Render Pipeline (HDRP) versions with different Unity Editor versions. + +| **Package version** | **Minimum Unity version** | **Maximum Unity version** | +| ------------------- | ------------------------- | ------------------------- | +| 10.x | 2020.2 | 2020.2 | +| 8.x / 9.x-preview | 2020.1 | 2020.1 | +| 7.x | 2019.3 | 2019.4 | +| 6.x | 2019.2 | 2019.2 | + +## Render pipeline compatibility + +Projects made using HDRP are not compatible with the Universal Render Pipeline (URP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see the [Render Pipelines](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html) section of the Unity Manual. + +## Unity Player system requirements + +This section describes the HDRP package’s target platform requirements. For platforms or use cases not covered in this section, general system requirements for the Unity Player apply. + +For more information, see [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html). + +HRDP is only compatible with the following platforms: + +- Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0 +- Modern consoles (Sony PS4 and Microsoft Xbox One) +- MacOS (minimum version 10.13) using Metal graphics +- Linux and Windows platforms with Vulkan + +**Note: HDRP only works on these platforms if the device used supports Compute Shaders. HDRP does not support OpenGL or OpenGL ES devices.** + +### Ray tracing + +To use ray tracing in HDRP, there are hardware requirements you must meet. For information on these requirements, see [Getting started with ray tracing](Ray-Tracing-Getting-Started.md#HardwareRequirements). diff --git a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md index 99356322f75..2b69e9a4776 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/TableOfContents.md @@ -3,6 +3,7 @@ * [Features List](HDRP-Features) * [Comparison with the Built-in Render Pipeline](Feature-Comparison) * Getting started + * [System Requirements](System-Requirements.md) * [Getting Started with HDRP](Getting-started-with-HDRP) * [Upgrading to HDRP](Upgrading-To-HDRP) * [Render Pipeline Wizard](Render-Pipeline-Wizard) @@ -14,6 +15,7 @@ * [Material Upgrade](Material-Upgrade) * [2019.1 to 2019.2](Upgrading-from-2019.1-to-2019.2) * [2019.2 to 2019.3](Upgrading-from-2019.2-to-2019.3) + * [2019.3 to 2020.1](Upgrading-from-2019.3-to-2020.1) * Volume Framework * [Volumes](Volumes) * [Volume Profiles](Volume-Profile) @@ -60,13 +62,16 @@ * [AxF Shader](AxF-Shader) * [Decal Shader](Decal-Shader) * [Layered Lit Shader](Layered-Lit-Shader) + * [Lit Tessellation Shader](Lit-Tessellation-Shader) * [Lit Shader](Lit-Shader) + * [Terrain Lit Shader](Terrain-Lit-Shader.md) * [Unlit Shader](Unlit-Shader) * Shader Graph Master Nodes * [Customizing Materials Using Master Nodes](Customizing-HDRP-materials-with-Shader-Graph) * [Decal](Master-Node-Decal) * [Fabric](Master-Node-Fabric) * [Hair](Master-Node-Hair) + * [Lit](Master-Node-Lit) * [Unlit](Master-Node-Unlit) * Shader Graph Nodes * [Emission](SGNode-Emission) @@ -138,9 +143,7 @@ * Components * [Decal Projector](Decal-Projector) * Tools - * Look Dev - * [Look Dev Window](Look-Dev) - * [Environment Library](Look-Dev-Environment-Library) + * [Look Dev](Look-Dev) * Debugging * [MatCap](MatCap) * [Render Pipeline Debug Window](Render-Pipeline-Debug-Window) @@ -153,4 +156,6 @@ * [Creating a Custom Sky](Creating-a-Custom-Sky) * [Creating a Custom Post-Process Effect](Custom-Post-Process) * [Creating a Custom Render Pass](Custom-Pass) + * [Editing Frame Settings at Runtime](Frame-Settings-API.md) * [HDRP Glossary](Glossary) +* [Known Issues and How To Fix Them](Known-Issues) diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Terrain-Lit-Shader.md b/com.unity.render-pipelines.high-definition/Documentation~/Terrain-Lit-Shader.md new file mode 100644 index 00000000000..a2e5d3ac8db --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Terrain-Lit-Shader.md @@ -0,0 +1,46 @@ +# **Terrain Lit Shader** + +The High Definition Render Pipeline (HDRP) uses the Terrain Lit Shader for Unity Terrain. This Shader is a simpler version of the [Lit Shader](Lit-Shader.md). A Terrain can use a Terrain Lit Material with up to eight [Terrain Layers](https://docs.unity3d.com/Manual/class-TerrainLayer.html). + +![](Images/HDRPFeatures-TerrainShader.png) + +## Creating a Terrain Lit Material + +To create a new Terrain Lit Shader Material: + +1. Go to your Project window and right-click in the **Assets** folder +2. Select **Create > Material**. This adds a new Material to your Unity Project’s Asset folder. +3. Click on the Material to view it in the Inspector. +4. Click on the **Shader** drop-down and select **HDRP > TerrainLit**. + +## Using a Terrain Lit Material + +To use a Terrain Lit Material, you must assign it to a Terrain: + +1. View the Terrain in the Inspector and click on the cog button to go to the **Terrain Settings** section. +2. Either drag and drop or use the radio button to assign your Terrain Lit Material to the **Material** property. + +![](Images/TerrainLitShader1.png) + +## Material properties + +### Surface Options + +| **Property** | **Description** | +| ------------------ | ------------------------------------------------------------ | +| **Receive Decals** | Enable this checkbox to allow HDRP to draw decals on this Material’s surface. | + +### Terrain + +| **Property** | **Description** | +| ----------------------------- | ------------------------------------------------------------ | +| **Enable Height-based Blend** | Specifies whether HDRP should only render the Terrain Layer with the greatest height value for a particular pixel. When enabled, HDRP takes the height values from the blue channel of the **Mask Map** Texture. When disabled, HDRP blends the Terrain Layers based on the weights painted in the control map Textures. | +| **- Height Transition** | Controls how much HDRP blends the terrain if multiple Terrain Layers are approximately the same height. | +| **Enable Per-pixel Normal** | Specifies whether HDRP should sample the normal map Texture on a per-pixel level. When enabled, Unity preserves more geometry details for distant terrain parts. Unity generates a geometry normal map at runtime from the heightmap, rather than the Mesh geometry. This means you can have high-resolution Mesh normals, even if your Mesh is low resolution. It only works if you enable **Draw Instanced** on the terrain. | +| **Specular Occlusion Mode** | Sets the mode that HDRP uses to calculate specular occlusion.
• **Off**: Disables specular occlusion.
• **From Ambient Occlusion**: Calculates specular occlusion from the ambient occlusion map and the Camera's view direction. | + +### Advanced Options + +| **Property** | **Description** | +| ------------------------- | ------------------------------------------------------------ | +| **Enable GPU Instancing** | Enable this checkbox to tell HDRP to render meshes with the same geometry and Material/Shader in one batch when possible. This makes rendering faster. HDRP can not render Meshes in one batch if they have different Materials, or if the hardware does not support GPU instancing. | \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.1-to-2019.2.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.1-to-2019.2.md index f8ec9e584f4..968eac0f88f 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.1-to-2019.2.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.1-to-2019.2.md @@ -14,7 +14,7 @@ In 2019.2, improvements to the Shader code for the HDRP Material framework give ## ShaderGraphs -In 2019.2, HDRP stores properties like SurfaceType, BlendMode, and DoubleSided inside the Material rather than the ShaderGraph. . Every Material that uses properties like this may now display incorrectly in the Scene because their values might not match those in the [Master Node settings](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Master-Node.html). This change is relevant to every ShaderGraph Master Node, except for the [PBR](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=manual/PBR-Master-Node.html) and [Unlit](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=manual/Unlit-Master-Node.html) cross-pipeline Master Nodes. +In 2019.2, HDRP stores properties like SurfaceType, BlendMode, and DoubleSided inside the Material rather than the ShaderGraph. . Every Material that uses properties like this may now display incorrectly in the Scene because their values might not match those in the [Master Node settings](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Master-Node.html). This change is relevant to every ShaderGraph Master Node, except for the [PBR](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/PBR-Master-Node.html) and [Unlit](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html?subfolder=/manual/Unlit-Master-Node.html) cross-pipeline Master Nodes. When you change these properties on the Material, HDRP toggles local Shader keywords in the generated Shader. The Master Node itself still displays the properties in the Settings View. The Master Nodes still store these property values, but they now serve as the default values for the Shader and for the Material. Property values on the Material override these default values. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.3-to-2020.1.md b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.3-to-2020.1.md new file mode 100644 index 00000000000..e954c92616a --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Upgrading-from-2019.3-to-2020.1.md @@ -0,0 +1,19 @@ +# Upgrading HDRP from Unity 2019.3 to Unity 2020.1 + +In the High Definition Render Pipeline (HDRP), some features work differently between major versions of Unity. This document helps you upgrade HDRP from Unity 2019.3 to 2020.1. + +## Mesh LOD Transition + +From Unity 2020.1, HDRP no longer uses dithering for the LOD crossfade transition between a LOD that uses a material with tessellation and a LOD that uses a material with no tessellation. Instead, HDRP smoothly decreases the tessellation displacement strength. This improves the transition between the first high-quality LOD with tessellation and a second mid-quality LOD without tessellation. The remaining transitions between non-tessellation materials still use dithering. + +## Scene View Camera Settings + +From Unity 2020.1, the HDRP-specific settings of the scene view camera (anti-aliasing mode and stop NaNs) can be found in the same pop-up window as the standard scene camera settings, which are accessible by clicking the scene camera button on the toolbar of the scene window. These settings were previously in the HDRP preferences window (Edit > Preferences). + +## Cookie baking + +From Unity 2020.1, Cookie on light are not taken into account for the lightmaps / Lightprobes. This support is always enable with HDRP. + +## Default Volume Profile + +From Unity 2020.1, the Default Volume Profile asset has changed so that the Exposure component sets the default Compensation to 0. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md b/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md index 6367920d97e..b24513d64e3 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/VR-Overview.md @@ -1,6 +1,6 @@ # Virtual Reality in the High Definition Render Pipeline -To use Virtual Reality (VR) in the High Definition Render Pipeline (HDRP), you must enable VR in your Unity Project. To do this, see the [VR tab](Render-Pipeline-Wizard#VRTab) in the Render Pipeline Wizard. +To use Virtual Reality (VR) in the High Definition Render Pipeline (HDRP), you must enable VR in your Unity Project. To do this, see the [VR tab](Render-Pipeline-Wizard.html#VRTab) in the Render Pipeline Wizard. Please refer to [Unity XR](https://docs.unity3d.com/Manual/XR.html) documentation for more information about XR developement with Unity. @@ -8,19 +8,21 @@ Please refer to [Unity XR](https://docs.unity3d.com/Manual/XR.html) documentatio HDRP has been designed to fully support Single-Pass Instanced mode. This mode gives you the best performance on all platforms. HDRP also supports multi-pass but this is slower on the CPU and some features, like Auto-Exposure, can cause issues. -If you encounter a problem with a specific feature, you can disable it in your Project’s [HDRP Asset](HDRP-Asset). +If you encounter a problem with a specific feature, you can disable it in your Project’s [HDRP Asset](HDRP-Asset.html). You can also watch the presentation from Unite Copenhagen (October 2019) to learn more tips: [Maximizing visual fidelity in VR: HDRP support](https://youtu.be/_WkSAn55EBM) ## Supported Platforms and Devices * **PC with DX11**: - * Oculus (Rift, Rift S) - * Windows Mixed Reality + * Oculus Rift & Rift S (Oculus XR Plugin, Windows 10, DirectX 11) + * Windows Mixed Reality (Windows XR Plugin, Windows 10, DirectX 11) * **PS4**: - * PSVR + * PlayStationVR + * Open VR* -Note that built-in support for Open VR is deprecated as of Unity 2019.3, but you will still be able to use it in Unity 2019.4 LTS. For more information, see [Unity XR platform updates](https://blogs.unity3d.com/2020/01/24/unity-xr-platform-updates/) on the Unity blog, and [XR Plugin Architecture](https://docs.unity3d.com/Manual/XRPluginArchitecture.html) in the Unity Manual. +Note: Valve is currently developing their OpenVR Unity XR plugin for 2019.3 and beyond. +For more information, see [Unity XR platform updates](https://blogs.unity3d.com/2020/01/24/unity-xr-platform-updates/) on the Unity blog, and [XR Plugin Architecture](https://docs.unity3d.com/Manual/XRPluginArchitecture.html) in the Unity Manual. The XR Plugin architecture links to the OpenVR desktop package and has further info and recommendations. ## Resolution Control @@ -28,6 +30,19 @@ There are multiple methods that you can use to control the resolution of your re * **Dynamic Resolution**: You can use the [dynamic resolution system](Dynamic-Resolution.md) to change the resolution at runtime. This is the best method to use if you want to change the resolution at runtime. * **Eye Texture**: You can set the device back-buffer resolution by changing [XRSettings.eyeTextureResolutionScale](https://docs.unity3d.com/ScriptReference/XR.XRSettings-eyeTextureResolutionScale.html). This is a resource intensive operation that reallocates all render targets. +Be aware that SteamVR will apply a default 150% supersampling value. You can change this value in the settings of SteamVR. + +## Enable VR single-pass after startup + +Due to some technical limitations that will be resolved in later versions, you need the following code in your script if your app does not boot directly in VR mode: + +```csharp +private void Awake() +{ + TextureXR.maxViews = 2; +} +``` + ## C# defines You can use the following defines to include or exclude code from your scripts. diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md b/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md index d51aacf85d2..df59a9e1038 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Volume-Components.md @@ -16,8 +16,8 @@ To render a different fog color in a certain area of your Scene: 1. Create a global Volume (menu: __GameObject > Volume > Global Volume__). 2. Click the **New** button next to the **Profile** property to add a new Volume Profile to the Volume. -3. Select **Add Override > Fog > Fog** and leave it with the default settings. +3. Select **Add Override > Fog** and leave it with the default settings. 4. Create a local Volume. To add a **Local** Volume with a box boundary, select __GameObject > Volume > Box Volume__. -5. Select **Add Override > Fog > Fog** then in the **Fog** Inspector, override the properties with your preferred values. +5. Select **Add Override > Fog** then in the **Fog** Inspector, override the properties with your preferred values. Now, whenever your Camera is within the bounds of the local Volume's Collider, HDRP uses the Fog values from that Volume. Whenever your Camera is outside the bounds of the local Volume's Collider, HDRP uses the Fog values from the global Volume diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Volumes-API.md b/com.unity.render-pipelines.high-definition/Documentation~/Volumes-API.md new file mode 100644 index 00000000000..71246fd0049 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Documentation~/Volumes-API.md @@ -0,0 +1,85 @@ +# Volume Scripting API + +In the High Definition Render Pipeline (HDRP), [Volumes](Volumes.md) control environment settings in a scene. To give you control over Volumes at runtime, HDRP provides API that you can use to create, access, and edit Volumes via C# scripting. This page describes how to use the scripting API and provides examples to help you get started. You may notice that Volume Overrides, such as [Fog](Override-Fog.md), actually inherit from the VolumeComponent class. The documentation calls these Volume Overrides and not Volume Components to be consistent with the user interface and to avoid confusion with the [Volume](Volumes.md) component. + +## Modifying an existing Volume + +Volumes store their [Volume Overrides](Volume-Components.md) in a [Volume Profile](Volume-Profile.md). So, to modify the properties of a Volume Override, you need to first retrieve the Volume Profile. There are two ways to do this: + +### Shared Volume Profile access + +One method is to access the Volume's shared Profile. You do this via the Volume's `sharedProfile` property. This gives you a reference to the instance of the Volume Profile asset. If you modify this Volume Profile: + +- HDRP applies any changes you make to every Volume that uses this Volume Profile asset. + +- The modifications you make affect the actual Volume Profile asset which means they do not reset when you exit Play mode + +Note the `sharedProfile` property can return `null` if the Volume does not reference a Volume Profile asset. + +### Owned Volume Profile access + +The other method is to clone the Volume Profile asset. The advantage of this is that your modifications only affect the Volume component you clone the Volume Profile from and don't affect any other Volumes that use the same Volume Profile asset. To do this, use the Volume's `profile` property. This returns a reference to a new instance of a Volume Profile (if not already created). If you were already modifying the Volume's `sharedProfile`, any changes you made are copied over to the new instance. If you modify this Volume Profile: + +- HDRP only applies changes to the particular Volume. +- The modification you make reset when you exit Play mode. +- It is your responsibility to destroy the duplicate Volume Profile when you no longer need it. + +Note that you can use this property to assign a different Volume Profile to the Volume. + +## Changing Volume Profile properties + +When you have a reference to the Volume Profile, you can change the properties of any Volume Overrides in it. This works in a similar way as changing properties in the Inspector. + +First, you need to retrieve the particular Volume Override using the generic `TryGet<>` function on the profile. If the Volume Profile does not contain that particular Volume Override and the `TryGet<>` function returns false, you can use the `Add<>` function to add the Volume Override. + +When you have a reference to the Volume Override, you can access and modify its public properties. For a property to have an effect on the scene, you need to specify that it has been overridden. This makes HDRP use the value you specify, rather than using the default value. Every property in a Volume Override is made up of two parts: + +- A bool that contains the override state. This is `overrideState`. +- The property's value itself. This is `value`. + +After you set a property's `overrideState` to true, you can then change the `value`. + +The following example changes the `enabled` property of the [Fog](Override-Fog.md) Volume Override: + +``` +using UnityEngine.Rendering; +using UnityEngine.Rendering.HighDefinition; + + +public Volume m_Volume; +public bool enableFog; +public bool overrideFog; + + +VolumeProfile profile = m_Volume.sharedProfile; +if (!profile.TryGet(out var fog)) +{ + fog = profile.Add(false); +} + +fog.enabled.overrideState = overrideFog; +fog.enabled.value = enableFog; +``` + + + +## Fading Volumes + +Distance-based Volume blending is useful for many design use-cases, but you may want to manually trigger a fade in/out effect based on an event in your application. To do this, update the `weight` property of the Volume. The example below changes the weight property over time in the `Update` method of a `MonoBehaviour`. It fades the Volume in and out based on the Sin of the time since the application started, but you can use any method to update the `weight`: + +``` +using UnityEngine; +using UnityEngine.Rendering; + +public class VolumeWeightSin : MonoBehaviour +{ + Volume m_Volume; + void Update() + { + if (m_Volume != null) + { + m_Volume.weight = Mathf.Sin(Time.realtimeSinceStartup); + } + } +} +``` \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/Volumetric-Lighting.md b/com.unity.render-pipelines.high-definition/Documentation~/Volumetric-Lighting.md index 50c128176e8..f327f6ebe43 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/Volumetric-Lighting.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/Volumetric-Lighting.md @@ -1,14 +1,15 @@ # Volumetric Lighting -The High Definition Render Pipeline (HDRP) includes a volumetric lighting system that renders Volumetric Fog. HDRP also implements a unified lighting system, which means that all Scene components (such as Lights, as well as opaque and transparent GameObjects) interact with the fog in order to make it volumetric. +The High Definition Render Pipeline (HDRP) includes a volumetric lighting system that renders Volumetric Fog. HDRP also implements a unified lighting system, which means that all Scene components (such as [Lights](Light-Component.md), as well as opaque and transparent GameObjects) interact with the fog to make it volumetric. ## Enabling Volumetric Lighting -To toggle and customize Volumetric Lighting in an [HDRP Asset](HDRP-Asset.html): +To enable and customize Volumetric Lighting in an [HDRP Asset](HDRP-Asset.md): -1. Open an HDRP Asset in your Unity Project and view it in the Inspector. Enable the **Volumetrics** checkbox in the **Lighting** section to enable Volumetric Lighting. - ![](Images/VolumetricLighting1.png) -2. If you want to increase the resolution of the volumetrics, enable the **High Quality** checkbox. Volumetric lighting is an expensive effect, and this option can potentially increase the cost of volumetric lighting by up to eight times. -3. In the **Default Frame Settings** section, under the **Lighting** subsection, make sure you enable **Fog** and **Volumetric** if they are not already. - ![](Images/VolumetricLighting2.png) -4. If you want to enable reprojection support, check **Reprojection**. This option improves the lighting quality in the Scene by taking previous frames into account when calculating the lighting for the current frame. Currently, this option is not compatible with dynamic lights, so you may encounter ghosting artifacts behind moving Lights. Additionally, using high values for **Global Anisotropy** in the [Fog](Override-Fog.html) Volume override may cause flickering Shadows. +1. Select an HDRP Asset in your Unity Project and view it in the Inspector. In the **Lighting** section, enable the **Volumetrics** checkbox. +2. If you want to increase the resolution of the volumetrics, enable the **High Quality** checkbox. Volumetric lighting is a resource intensive effect and this option can potentially increase the resource intensity by up to eight times. +3. Go to **Edit > Project Settings > HDRP Default Settings** and, in the **Default Frame Settings** section, under the **Lighting** subsection, make sure you enable **Fog** and **Volumetrics** if they are not already. +4. Still in **Default Frame Settings**, if you want to enable reprojection support, enable **Reprojection**. This option improves the lighting quality in the Scene by taking previous frames into account when calculating the lighting for the current frame. Currently, this option is not compatible with dynamic lights, so you may encounter ghosting artifacts behind moving Lights. Additionally, using high values for **Anisotropy** in the [Fog](Override-Fog.md) Volume override may cause flickering Shadows. + +## Notes +Volumetric fog does not work for Cameras that use oblique projection matrices. If you want a Camera to render volumetric fog, do not assign an off-axis projection to it. \ No newline at end of file diff --git a/com.unity.render-pipelines.high-definition/Documentation~/index.md b/com.unity.render-pipelines.high-definition/Documentation~/index.md index b041030e01d..b066920f5ad 100644 --- a/com.unity.render-pipelines.high-definition/Documentation~/index.md +++ b/com.unity.render-pipelines.high-definition/Documentation~/index.md @@ -10,13 +10,4 @@ NOTE: Projects that you make with HDRP are not compatible with the Universal Ren This documentation contains the information you need to create applications using HDRP; including information on Lighting, Materials and Shaders, Cameras, and debugging. -HRDP is only supported on the following platforms: - -* Windows and Windows Store, with DirectX 11 or DirectX 12 and Shader Model 5.0 -* Modern consoles (Sony PS4 and Microsoft Xbox One) -* MacOS using Metal graphics -* Linux and Windows platforms with Vulkan - -**HDRP does not support OpenGL or OpenGL ES devices.** - -**Note: HDRP only works on these platforms if the device used supports Compute Shaders.** \ No newline at end of file +For information on platform support and system requirements, see [System Requirements](System-Requirements.md). diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs index 08e2a578c4f..a577f970ed1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs @@ -1,343 +1,337 @@ -using System.IO; -using UnityEditor.AssetImporters; -using UnityEngine; -using UnityEditor.Experimental.AssetImporters; - -namespace UnityEditor.Rendering.HighDefinition -{ - class FBXArnoldSurfaceMaterialDescriptionPreprocessor : AssetPostprocessor - { - static readonly uint k_Version = 2; - static readonly int k_Order = 4; - static readonly string k_ShaderPath = "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Arnold/ArnoldStandardSurface.shadergraph"; - - public override uint GetVersion() - { - return k_Version; - } - public override int GetPostprocessOrder() - { - return k_Order; - } - - [CollectImportedDependencies(typeof(ModelImporter), 1)] - public static string[] CollectImportedDependenciesForModelImporter(string assetPath) - { - return new[] { k_ShaderPath }; - } - - static bool IsMayaArnoldStandardSurfaceMaterial(MaterialDescription description) - { - float typeId; - description.TryGetProperty("TypeId", out typeId); - return typeId == 1138001; - } - static bool Is3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description) - { - float classIdA; - float classIdB; - description.TryGetProperty("ClassIDa", out classIdA); - description.TryGetProperty("ClassIDb", out classIdB); - return classIdA == 2121471519 && classIdB == 1660373836; - } - - public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, AnimationClip[] clips) - { - var lowerCasePath = Path.GetExtension(assetPath).ToLower(); - if (lowerCasePath == ".fbx") - { - if (IsMayaArnoldStandardSurfaceMaterial(description)) - CreateFromMayaArnoldStandardSurfaceMaterial(description, material, clips); - else if (Is3DsMaxArnoldStandardSurfaceMaterial(description)) - CreateFrom3DsMaxArnoldStandardSurfaceMaterial(description, material, clips); - } - } - - void CreateFromMayaArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, AnimationClip[] clips) - { - float floatProperty; - Vector4 vectorProperty; - TexturePropertyDescription textureProperty; - - - var shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); - - if (shader == null) - return; - - - material.shader = shader; - foreach (var clip in clips) - { - clip.ClearCurves(); - } - - float opacity = 1.0f; - Vector4 opacityColor; - TexturePropertyDescription opacityMap; - description.TryGetProperty("opacity", out opacityColor); - bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); - opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); - - float transmission; - description.TryGetProperty("transmission", out transmission); - if (opacity == 1.0f && !hasOpacityMap) - { - opacity = 1.0f - transmission; - } - - if (opacity < 1.0f || hasOpacityMap) - { - if (hasOpacityMap) - { - material.SetTexture("_OPACITY_MAP",opacityMap.texture); - material.SetFloat("_OPACITY", 1.0f); - } - else - { - material.SetFloat("_OPACITY", opacity); - } - - material.SetInt("_SrcBlend", 1); - material.SetInt("_DstBlend", 10); - material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); - material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); - material.EnableKeyword("_BLENDMODE_PRESERVE_SPECULAR_LIGHTING"); - material.EnableKeyword("_ENABLE_FOG_ON_TRANSPARENT"); - material.EnableKeyword("_BLENDMODE_ALPHA"); - material.renderQueue = 3000; - } - else - { - material.EnableKeyword("_DOUBLESIDED_ON"); - material.SetInt("_CullMode", 0); - material.SetInt("_CullModeForward", 0); - material.doubleSidedGI = true; - } - - description.TryGetProperty("base", out floatProperty); - - if (description.TryGetProperty("baseColor", out textureProperty)) - { - SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); - material.SetColor("_BASE_COLOR", Color.white * floatProperty); - } - else if (description.TryGetProperty("baseColor", out vectorProperty)) - { - if (QualitySettings.activeColorSpace == ColorSpace.Gamma) - { - vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); - vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); - vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); - } - material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); - } - - if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) - { - remapPropertyColorOrTexture(description, material, "emissionColor", "_EMISSION_COLOR", floatProperty); - } - - remapPropertyFloatOrTexture(description, material, "metalness", "_METALNESS"); - - remapPropertyFloat(description, material, "specular", "_SPECULAR_WEIGHT"); - - remapPropertyColorOrTexture(description, material, "specularColor", "_SPECULAR_COLOR"); - remapPropertyFloatOrTexture(description, material, "specularRoughness", "_SPECULAR_ROUGHNESS"); - remapPropertyFloatOrTexture(description, material, "specularIOR", "_SPECULAR_IOR"); - remapPropertyFloatOrTexture(description, material, "specularAnisotropy", "_SPECULAR_ANISOTROPY"); - remapPropertyFloatOrTexture(description, material, "specularRotation", "_SPECULAR_ROTATION"); - - remapPropertyTexture(description, material, "normalCamera", "_NORMAL_MAP"); - - remapPropertyFloat(description, material, "coat", "_COAT_WEIGHT"); - remapPropertyColorOrTexture(description, material, "coatColor", "_COAT_COLOR"); - remapPropertyFloatOrTexture(description, material, "coatRoughness", "_COAT_ROUGHNESS"); - remapPropertyFloatOrTexture(description, material, "coatIOR", "_COAT_IOR"); - remapPropertyTexture(description, material, "coatNormal", "_COAT_NORMAL"); - } - - - - void CreateFrom3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, AnimationClip[] clips) - { - float floatProperty; - Vector4 vectorProperty; - TexturePropertyDescription textureProperty; - - var shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); - - if (shader == null) - return; - - - material.shader = shader; - foreach (var clip in clips) - { - clip.ClearCurves(); - } - - float opacity = 1.0f; - Vector4 opacityColor; - TexturePropertyDescription opacityMap; - description.TryGetProperty("opacity", out opacityColor); - bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); - opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); - - float transmission; - description.TryGetProperty("transmission", out transmission); - if (opacity == 1.0f && !hasOpacityMap) - { - opacity = 1.0f - transmission; - } - - if (opacity < 1.0f || hasOpacityMap) - { - if (hasOpacityMap) - { - material.SetTexture("_OPACITY_MAP", opacityMap.texture); - material.SetFloat("_OPACITY", 1.0f); - } - else - { - material.SetFloat("_OPACITY", opacity); - } - - material.SetInt("_SrcBlend", 1); - material.SetInt("_DstBlend", 10); - material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); - material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); - material.EnableKeyword("_BLENDMODE_PRESERVE_SPECULAR_LIGHTING"); - material.EnableKeyword("_ENABLE_FOG_ON_TRANSPARENT"); - material.EnableKeyword("_BLENDMODE_ALPHA"); - material.renderQueue = 3000; - } - else - { - material.EnableKeyword("_DOUBLESIDED_ON"); - material.SetInt("_CullMode", 0); - material.SetInt("_CullModeForward", 0); - material.doubleSidedGI = true; - } - - description.TryGetProperty("base", out floatProperty); - - if (description.TryGetProperty("base_color.shader", out textureProperty)) - { - SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); - material.SetColor("_BASE_COLOR", Color.white * floatProperty); - } - else if (description.TryGetProperty("base_color", out vectorProperty)) - { - if (QualitySettings.activeColorSpace == ColorSpace.Gamma) - { - vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); - vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); - vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); - } - material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); - } - - if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) - { - remapPropertyColorOrTexture3DsMax(description, material, "emission_color", "_EMISSION_COLOR", floatProperty); - } - - remapPropertyFloatOrTexture3DsMax(description, material, "metalness", "_METALNESS"); - - remapPropertyFloat(description, material, "specular", "_SPECULAR_WEIGHT"); - - remapPropertyColorOrTexture3DsMax(description, material, "specular_color", "_SPECULAR_COLOR"); - remapPropertyFloatOrTexture3DsMax(description, material, "specular_roughness", "_SPECULAR_ROUGHNESS"); - remapPropertyFloatOrTexture3DsMax(description, material, "specular_IOR", "_SPECULAR_IOR"); - remapPropertyFloatOrTexture3DsMax(description, material, "specular_anisotropy", "_SPECULAR_ANISOTROPY"); - remapPropertyFloatOrTexture(description, material, "specular_rotation", "_SPECULAR_ROTATION"); - - remapPropertyTexture(description, material, "normal_camera", "_NORMAL_MAP"); - - remapPropertyFloat(description, material, "coat", "_COAT_WEIGHT"); - remapPropertyColorOrTexture3DsMax(description, material, "coat_color", "_COAT_COLOR"); - remapPropertyFloatOrTexture3DsMax(description, material, "coat_roughness", "_COAT_ROUGHNESS"); - remapPropertyFloatOrTexture3DsMax(description, material, "coat_IOR", "_COAT_IOR"); - remapPropertyTexture(description, material, "coat_normal", "_COAT_NORMAL"); - } - - static void SetMaterialTextureProperty(string propertyName, Material material, TexturePropertyDescription textureProperty) - { - material.SetTexture(propertyName, textureProperty.texture); - material.SetTextureOffset(propertyName, textureProperty.offset); - material.SetTextureScale(propertyName, textureProperty.scale); - } - - static void remapPropertyFloat(MaterialDescription description, Material material, string inPropName, string outPropName) - { - if (description.TryGetProperty(inPropName, out float floatProperty)) - { - material.SetFloat(outPropName, floatProperty); - } - } - - static void remapPropertyTexture(MaterialDescription description, Material material, string inPropName, string outPropName) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName, textureProperty.texture); - } - } - - static void remapPropertyColorOrTexture3DsMax(MaterialDescription description, Material material, string inPropName, string outPropName,float multiplier = 1.0f) - { - if (description.TryGetProperty(inPropName + ".shader", out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetColor(outPropName, Color.white * multiplier); - } - else - { - description.TryGetProperty(inPropName, out Vector4 vectorProperty); - material.SetColor(outPropName, vectorProperty * multiplier); - } - } - - static void remapPropertyFloatOrTexture3DsMax(MaterialDescription description, Material material, string inPropName, string outPropName) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetFloat(outPropName, 1.0f); - } - else - { - description.TryGetProperty(inPropName, out float floatProperty); - material.SetFloat(outPropName, floatProperty); - } - } - - static void remapPropertyColorOrTexture(MaterialDescription description, Material material, string inPropName, string outPropName,float multiplier = 1.0f) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetColor(outPropName, Color.white * multiplier); - } - else - { - description.TryGetProperty(inPropName, out Vector4 vectorProperty); - material.SetColor(outPropName, vectorProperty * multiplier); - } - } - static void remapPropertyFloatOrTexture(MaterialDescription description, Material material, string inPropName, string outPropName) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetFloat(outPropName, 1.0f); - } - else - { - description.TryGetProperty(inPropName, out float floatProperty); - material.SetFloat(outPropName, floatProperty); - } - } - } -} +using System.IO; +using UnityEditor.AssetImporters; +using UnityEngine; +using UnityEditor.Experimental.AssetImporters; + +namespace UnityEditor.Rendering.HighDefinition +{ + class FBXArnoldSurfaceMaterialDescriptionPreprocessor : AssetPostprocessor + { + static readonly uint k_Version = 2; + static readonly int k_Order = 4; + static readonly string k_ShaderPath = "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Arnold/ArnoldStandardSurface.shadergraph"; + + public override uint GetVersion() + { + return k_Version; + } + public override int GetPostprocessOrder() + { + return k_Order; + } + + static bool IsMayaArnoldStandardSurfaceMaterial(MaterialDescription description) + { + float typeId; + description.TryGetProperty("TypeId", out typeId); + return typeId == 1138001; + } + static bool Is3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description) + { + float classIdA; + float classIdB; + description.TryGetProperty("ClassIDa", out classIdA); + description.TryGetProperty("ClassIDb", out classIdB); + return classIdA == 2121471519 && classIdB == 1660373836; + } + + public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, AnimationClip[] clips) + { + var lowerCasePath = Path.GetExtension(assetPath).ToLower(); + if (lowerCasePath == ".fbx") + { + if (IsMayaArnoldStandardSurfaceMaterial(description)) + CreateFromMayaArnoldStandardSurfaceMaterial(description, material, clips); + else if (Is3DsMaxArnoldStandardSurfaceMaterial(description)) + CreateFrom3DsMaxArnoldStandardSurfaceMaterial(description, material, clips); + } + } + + void CreateFromMayaArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, AnimationClip[] clips) + { + float floatProperty; + Vector4 vectorProperty; + TexturePropertyDescription textureProperty; + + + var shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); + + if (shader == null) + return; + + + material.shader = shader; + foreach (var clip in clips) + { + clip.ClearCurves(); + } + + float opacity = 1.0f; + Vector4 opacityColor; + TexturePropertyDescription opacityMap; + description.TryGetProperty("opacity", out opacityColor); + bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); + opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); + + float transmission; + description.TryGetProperty("transmission", out transmission); + if (opacity == 1.0f && !hasOpacityMap) + { + opacity = 1.0f - transmission; + } + + if (opacity < 1.0f || hasOpacityMap) + { + if (hasOpacityMap) + { + material.SetTexture("_OPACITY_MAP",opacityMap.texture); + material.SetFloat("_OPACITY", 1.0f); + } + else + { + material.SetFloat("_OPACITY", opacity); + } + + material.SetInt("_SrcBlend", 1); + material.SetInt("_DstBlend", 10); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); + material.EnableKeyword("_BLENDMODE_PRESERVE_SPECULAR_LIGHTING"); + material.EnableKeyword("_ENABLE_FOG_ON_TRANSPARENT"); + material.EnableKeyword("_BLENDMODE_ALPHA"); + material.renderQueue = 3000; + } + else + { + material.EnableKeyword("_DOUBLESIDED_ON"); + material.SetInt("_CullMode", 0); + material.SetInt("_CullModeForward", 0); + material.doubleSidedGI = true; + } + + description.TryGetProperty("base", out floatProperty); + + if (description.TryGetProperty("baseColor", out textureProperty)) + { + SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); + material.SetColor("_BASE_COLOR", Color.white * floatProperty); + } + else if (description.TryGetProperty("baseColor", out vectorProperty)) + { + if (QualitySettings.activeColorSpace == ColorSpace.Gamma) + { + vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); + vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); + vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); + } + material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); + } + + if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) + { + remapPropertyColorOrTexture(description, material, "emissionColor", "_EMISSION_COLOR", floatProperty); + } + + remapPropertyFloatOrTexture(description, material, "metalness", "_METALNESS"); + + remapPropertyFloat(description, material, "specular", "_SPECULAR_WEIGHT"); + + remapPropertyColorOrTexture(description, material, "specularColor", "_SPECULAR_COLOR"); + remapPropertyFloatOrTexture(description, material, "specularRoughness", "_SPECULAR_ROUGHNESS"); + remapPropertyFloatOrTexture(description, material, "specularIOR", "_SPECULAR_IOR"); + remapPropertyFloatOrTexture(description, material, "specularAnisotropy", "_SPECULAR_ANISOTROPY"); + remapPropertyFloatOrTexture(description, material, "specularRotation", "_SPECULAR_ROTATION"); + + remapPropertyTexture(description, material, "normalCamera", "_NORMAL_MAP"); + + remapPropertyFloat(description, material, "coat", "_COAT_WEIGHT"); + remapPropertyColorOrTexture(description, material, "coatColor", "_COAT_COLOR"); + remapPropertyFloatOrTexture(description, material, "coatRoughness", "_COAT_ROUGHNESS"); + remapPropertyFloatOrTexture(description, material, "coatIOR", "_COAT_IOR"); + remapPropertyTexture(description, material, "coatNormal", "_COAT_NORMAL"); + } + + + + void CreateFrom3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, AnimationClip[] clips) + { + float floatProperty; + Vector4 vectorProperty; + TexturePropertyDescription textureProperty; + + var shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); + + if (shader == null) + return; + + + material.shader = shader; + foreach (var clip in clips) + { + clip.ClearCurves(); + } + + float opacity = 1.0f; + Vector4 opacityColor; + TexturePropertyDescription opacityMap; + description.TryGetProperty("opacity", out opacityColor); + bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); + opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); + + float transmission; + description.TryGetProperty("transmission", out transmission); + if (opacity == 1.0f && !hasOpacityMap) + { + opacity = 1.0f - transmission; + } + + if (opacity < 1.0f || hasOpacityMap) + { + if (hasOpacityMap) + { + material.SetTexture("_OPACITY_MAP", opacityMap.texture); + material.SetFloat("_OPACITY", 1.0f); + } + else + { + material.SetFloat("_OPACITY", opacity); + } + + material.SetInt("_SrcBlend", 1); + material.SetInt("_DstBlend", 10); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_SURFACE_TYPE_TRANSPARENT"); + material.EnableKeyword("_BLENDMODE_PRESERVE_SPECULAR_LIGHTING"); + material.EnableKeyword("_ENABLE_FOG_ON_TRANSPARENT"); + material.EnableKeyword("_BLENDMODE_ALPHA"); + material.renderQueue = 3000; + } + else + { + material.EnableKeyword("_DOUBLESIDED_ON"); + material.SetInt("_CullMode", 0); + material.SetInt("_CullModeForward", 0); + material.doubleSidedGI = true; + } + + description.TryGetProperty("base", out floatProperty); + + if (description.TryGetProperty("base_color.shader", out textureProperty)) + { + SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); + material.SetColor("_BASE_COLOR", Color.white * floatProperty); + } + else if (description.TryGetProperty("base_color", out vectorProperty)) + { + if (QualitySettings.activeColorSpace == ColorSpace.Gamma) + { + vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); + vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); + vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); + } + material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); + } + + if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) + { + remapPropertyColorOrTexture3DsMax(description, material, "emission_color", "_EMISSION_COLOR", floatProperty); + } + + remapPropertyFloatOrTexture3DsMax(description, material, "metalness", "_METALNESS"); + + remapPropertyFloat(description, material, "specular", "_SPECULAR_WEIGHT"); + + remapPropertyColorOrTexture3DsMax(description, material, "specular_color", "_SPECULAR_COLOR"); + remapPropertyFloatOrTexture3DsMax(description, material, "specular_roughness", "_SPECULAR_ROUGHNESS"); + remapPropertyFloatOrTexture3DsMax(description, material, "specular_IOR", "_SPECULAR_IOR"); + remapPropertyFloatOrTexture3DsMax(description, material, "specular_anisotropy", "_SPECULAR_ANISOTROPY"); + remapPropertyFloatOrTexture(description, material, "specular_rotation", "_SPECULAR_ROTATION"); + + remapPropertyTexture(description, material, "normal_camera", "_NORMAL_MAP"); + + remapPropertyFloat(description, material, "coat", "_COAT_WEIGHT"); + remapPropertyColorOrTexture3DsMax(description, material, "coat_color", "_COAT_COLOR"); + remapPropertyFloatOrTexture3DsMax(description, material, "coat_roughness", "_COAT_ROUGHNESS"); + remapPropertyFloatOrTexture3DsMax(description, material, "coat_IOR", "_COAT_IOR"); + remapPropertyTexture(description, material, "coat_normal", "_COAT_NORMAL"); + } + + static void SetMaterialTextureProperty(string propertyName, Material material, TexturePropertyDescription textureProperty) + { + material.SetTexture(propertyName, textureProperty.texture); + material.SetTextureOffset(propertyName, textureProperty.offset); + material.SetTextureScale(propertyName, textureProperty.scale); + } + + static void remapPropertyFloat(MaterialDescription description, Material material, string inPropName, string outPropName) + { + if (description.TryGetProperty(inPropName, out float floatProperty)) + { + material.SetFloat(outPropName, floatProperty); + } + } + + static void remapPropertyTexture(MaterialDescription description, Material material, string inPropName, string outPropName) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName, textureProperty.texture); + } + } + + static void remapPropertyColorOrTexture3DsMax(MaterialDescription description, Material material, string inPropName, string outPropName,float multiplier = 1.0f) + { + if (description.TryGetProperty(inPropName + ".shader", out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetColor(outPropName, Color.white * multiplier); + } + else + { + description.TryGetProperty(inPropName, out Vector4 vectorProperty); + material.SetColor(outPropName, vectorProperty * multiplier); + } + } + + static void remapPropertyFloatOrTexture3DsMax(MaterialDescription description, Material material, string inPropName, string outPropName) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetFloat(outPropName, 1.0f); + } + else + { + description.TryGetProperty(inPropName, out float floatProperty); + material.SetFloat(outPropName, floatProperty); + } + } + + static void remapPropertyColorOrTexture(MaterialDescription description, Material material, string inPropName, string outPropName,float multiplier = 1.0f) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetColor(outPropName, Color.white * multiplier); + } + else + { + description.TryGetProperty(inPropName, out Vector4 vectorProperty); + material.SetColor(outPropName, vectorProperty * multiplier); + } + } + static void remapPropertyFloatOrTexture(MaterialDescription description, Material material, string inPropName, string outPropName) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetFloat(outPropName, 1.0f); + } + else + { + description.TryGetProperty(inPropName, out float floatProperty); + material.SetFloat(outPropName, floatProperty); + } + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXMaterialDescriptionPostprocessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXMaterialDescriptionPostprocessor.cs index 1af2ba09c02..c6115e20e24 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXMaterialDescriptionPostprocessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/FBXMaterialDescriptionPostprocessor.cs @@ -20,12 +20,6 @@ public override int GetPostprocessOrder() return k_Order; } - [CollectImportedDependencies(typeof(ModelImporter), 1)] - public static string[] CollectImportedDependenciesForModelImporter(string assetPath) - { - return new[] { k_ShaderPath }; - } - public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, AnimationClip[] clips) { var lowerCaseExtension = Path.GetExtension(assetPath).ToLower(); diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs index dda018cf4e0..b3937f0bb78 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/MaterialPostProcessor.cs @@ -67,7 +67,7 @@ static void RegisterUpgraderReimport() { string commandLineOptions = System.Environment.CommandLine; bool inTestSuite = commandLineOptions.Contains("-testResults"); - if (!inTestSuite && fileExist) + if (!inTestSuite && fileExist && !Application.isBatchMode) { EditorUtility.DisplayDialog("HDRP Material upgrade", "The Materials in your Project were created using an older version of the High Definition Render Pipeline (HDRP)." + " Unity must upgrade them to be compatible with your current version of HDRP. \n" + diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/PhysicalMaterial3DsMaxPreprocessor.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/PhysicalMaterial3DsMaxPreprocessor.cs index f5ac6eb68ce..6a9aba49cfb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/PhysicalMaterial3DsMaxPreprocessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/PhysicalMaterial3DsMaxPreprocessor.cs @@ -20,12 +20,6 @@ public override int GetPostprocessOrder() return k_Order; } - [CollectImportedDependencies(typeof(ModelImporter), 1)] - public static string[] CollectImportedDependenciesForModelImporter(string assetPath) - { - return new[] { k_ShaderPath }; - } - static bool Is3DsMaxPhysicalMaterial(MaterialDescription description) { float classIdA; diff --git a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs index 3a3f94a9084..770e36cd1ef 100644 --- a/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs +++ b/com.unity.render-pipelines.high-definition/Editor/AssetProcessors/ShaderGraphMaterialsUpdater.cs @@ -55,13 +55,13 @@ static void OnShaderGraphSaved(Shader shader, object saveContext) // Free the materials every 200 iterations, on big project loading all materials in memory can lead to a crash if ((i % 200 == 0) && i != 0) - EditorUtility.UnloadUnusedAssetsImmediate(false); + EditorUtility.UnloadUnusedAssetsImmediate(true); } } finally { EditorUtility.ClearProgressBar(); - EditorUtility.UnloadUnusedAssetsImmediate(false); + EditorUtility.UnloadUnusedAssetsImmediate(true); } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs b/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs index e909aa04413..c2f32cc523d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs +++ b/com.unity.render-pipelines.high-definition/Editor/BuildProcessors/HDRPPreprocessShaders.cs @@ -395,8 +395,17 @@ static void GetAllValidHDRPAssets() // Prompt a warning if we find 0 HDRP Assets. if (_hdrpAssets.Count == 0) - if (EditorUtility.DisplayDialog("HDRP Asset missing", "No HDRP Asset has been set in the Graphic Settings, and no potential used in the build HDRP Asset has been found. If you want to continue compiling, this might lead to VERY long compilation time.", "Ok", "Cancel")) - throw new UnityEditor.Build.BuildFailedException("Build canceled"); + { + if (!Application.isBatchMode) + { + if (EditorUtility.DisplayDialog("HDRP Asset missing", "No HDRP Asset has been set in the Graphic Settings, and no potential used in the build HDRP Asset has been found. If you want to continue compiling, this might lead to VERY long compilation time.", "Ok", "Cancel")) + throw new UnityEditor.Build.BuildFailedException("Build canceled"); + } + else + { + Debug.LogWarning("There is no HDRP Asset provided in GraphicsSettings. Build time can be extremely long without it."); + } + } /* Debug.Log(string.Format("{0} HDRP assets in build:{1}", diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs index 9c3d3962740..81526d8115c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs +++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Configuration.cs @@ -460,7 +460,9 @@ bool IsDefaultVolumeProfileAssigned() return false; var hdAsset = HDRenderPipeline.currentAsset; - return hdAsset.defaultVolumeProfile != null && !hdAsset.defaultVolumeProfile.Equals(null); + return hdAsset.defaultVolumeProfile != null + && !hdAsset.defaultVolumeProfile.Equals(null) + && hdAsset.defaultVolumeProfile != hdAsset.renderPipelineEditorResources.defaultSettingsVolumeProfile; } void FixDefaultVolumeProfileAssigned(bool fromAsyncUnused) { @@ -471,7 +473,19 @@ void FixDefaultVolumeProfileAssigned(bool fromAsyncUnused) if (hdrpAsset == null) return; - EditorDefaultSettings.GetOrAssignDefaultVolumeProfile(hdrpAsset); + VolumeProfile defaultSettingsVolumeProfileInPackage = hdrpAsset.renderPipelineEditorResources.defaultSettingsVolumeProfile; + string defaultSettingsVolumeProfilePath = "Assets/" + HDProjectSettings.projectSettingsFolderPath + '/' + defaultSettingsVolumeProfileInPackage.name + ".asset"; + + //try load one if one already exist + VolumeProfile defaultSettingsVolumeProfile = AssetDatabase.LoadAssetAtPath(defaultSettingsVolumeProfilePath); + if (defaultSettingsVolumeProfile == null || defaultSettingsVolumeProfile.Equals(null)) + { + //else create it + AssetDatabase.CopyAsset(AssetDatabase.GetAssetPath(defaultSettingsVolumeProfileInPackage), defaultSettingsVolumeProfilePath); + defaultSettingsVolumeProfile = AssetDatabase.LoadAssetAtPath(defaultSettingsVolumeProfilePath); + } + hdrpAsset.defaultVolumeProfile = defaultSettingsVolumeProfile; + EditorUtility.SetDirty(hdrpAsset); } diff --git a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs index 77e9947fd6f..bbec85fd3eb 100644 --- a/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs +++ b/com.unity.render-pipelines.high-definition/Editor/DefaultScene/HDWizard.Window.cs @@ -41,7 +41,7 @@ static class Style public const string migrateAllButton = "Upgrade Project Materials to High Definition Materials"; public const string migrateSelectedButton = "Upgrade Selected Materials to High Definition Materials"; - public const string migrateLights = "Upgrade Unity Builtin Scene Light Intensity for High Definition"; + public const string migrateLights = "Multiply Unity Builtin Directional Light Intensity to match High Definition"; public const string migrateMaterials = "Upgrade HDRP Materials to Latest Version"; public const string hdrpVersionLast = "You are using High-Definition Render Pipeline lastest {0} version."; //{0} will be replaced when displayed by the version number. @@ -108,7 +108,7 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT error: "Default scene prefab must be set to create HD templated scene!"); public static readonly ConfigStyle hdrpVolumeProfile = new ConfigStyle( label: "Default volume profile", - error: "Default volume profile must be assigned in the HDRP asset!"); + error: "Default volume profile must be assigned in the HDRP asset! Also, for it to be editable, it should be outside of package."); public static readonly ConfigStyle vrLegacyVRSystem = new ConfigStyle( label: "Legacy VR System", @@ -125,7 +125,7 @@ public ConfigStyle(string label, string error, string button = resolve, MessageT messageType: MessageType.Info); public static readonly ConfigStyle vrSinglePassInstancing = new ConfigStyle( label: "Single-Pass Instancing", - error: "Single-Pass Instancing must be enabled in Occulus Pluggin.\nGo in Edit > Project Settings > XR Plugin Manager > Oculus and change Stereo Rendering Mode to Single Pass Instanced.\n(This can't be verified by the Wizard)", + error: "Single-Pass Instancing must be enabled in Oculus Pluggin.\nGo in Edit > Project Settings > XR Plugin Manager > Oculus and change Stereo Rendering Mode to Single Pass Instanced.\n(This can't be verified by the Wizard)", messageType: MessageType.Info); public static readonly ConfigStyle vrLegacyHelpersPackage = new ConfigStyle( label: "XR Legacy Helpers Package", @@ -544,19 +544,22 @@ HelpBox CreateHdrpVersionChecker() { m_UsedPackageRetriever.ProcessAsync(k_HdrpPackageName, (installed, packageInfo) => { - // installed is not used because this one will be always installed + // With recent introduction of preview srp version, our HDRP wizard don't work with Version() call + // patch it for now until this is solve. + bool compatibleWithVersionCall = version.ToString().Contains("preview") ? false : true; + // installed is not used because this one will be always installed if (packageInfo.source == PackageManager.PackageSource.Local) { helpBox.kind = HelpBox.Kind.Info; helpBox.text = String.Format(Style.hdrpVersionWithLocalPackage, packageInfo.version, version); } - else if(new Version(packageInfo.version) < new Version(version)) + else if(compatibleWithVersionCall && (new Version(packageInfo.version) < new Version(version))) { helpBox.kind = HelpBox.Kind.Warning; helpBox.text = String.Format(Style.hdrpVersionNotLast, packageInfo.version, version); } - else if (new Version(packageInfo.version) == new Version(version)) + else if (compatibleWithVersionCall && (new Version(packageInfo.version) == new Version(version))) { helpBox.kind = HelpBox.Kind.Info; helpBox.text = String.Format(Style.hdrpVersionLast, version); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs index 0c4347c2084..8b59cf7910e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/AmbientOcclusionEditor.cs @@ -71,7 +71,7 @@ public override void OnInspectorGUI() } if (HDRenderPipeline.pipelineSupportsRayTracing) - PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing", "Enable ray traced ambient occlusion.")); + PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced ambient occlusion.")); // Shared attributes PropertyField(m_Intensity, EditorGUIUtility.TrTextContent("Intensity", "Controls the strength of the ambient occlusion effect. Increase this value to produce darker areas.")); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs index 0ac92785212..7e448d5ef8f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightEditor.cs @@ -40,17 +40,28 @@ protected override void OnEnable() m_SerializedHDLight = new SerializedHDLight(m_AdditionalLightDatas, settings); // Update emissive mesh and light intensity when undo/redo - Undo.undoRedoPerformed += () => + Undo.undoRedoPerformed += OnUndoRedo; + } + + void OnDisable() + { + // Update emissive mesh and light intensity when undo/redo + Undo.undoRedoPerformed -= OnUndoRedo; + } + + void OnUndoRedo() + { + // Serialized object is lossing references after an undo + if (m_SerializedHDLight.serializedObject.targetObject != null) { - // Serialized object is lossing references after an undo - if (m_SerializedHDLight.serializedObject.targetObject != null) - { - m_SerializedHDLight.serializedObject.ApplyModifiedProperties(); - foreach (var hdLightData in m_AdditionalLightDatas) - if (hdLightData != null) - hdLightData.UpdateAreaLightEmissiveMesh(); - } - }; + m_SerializedHDLight.serializedObject.ApplyModifiedProperties(); + foreach (var hdLightData in m_AdditionalLightDatas) + if (hdLightData != null) + hdLightData.UpdateAreaLightEmissiveMesh(); + } + + // if Type or ShowEmissive Mesh undone, we must fetxh again the emissive meshes + m_SerializedHDLight.FetchAreaLightEmissiveMeshComponents(); } public override void OnInspectorGUI() @@ -81,7 +92,6 @@ void UpdateAreaLightEmissiveMeshComponents() foreach (var hdLightData in m_AdditionalLightDatas) { hdLightData.UpdateAreaLightEmissiveMesh(); - hdLightData.UpdateEmissiveMeshComponents(); } m_SerializedHDLight.needUpdateAreaLightEmissiveMeshComponents = false; @@ -92,11 +102,9 @@ void ApplyAdditionalComponentsVisibility(bool hide) { // UX team decided that we should always show component in inspector. // However already authored scene save this settings, so force the component to be visible - // var flags = hide ? HideFlags.HideInInspector : HideFlags.None; - var flags = HideFlags.None; - foreach (var t in m_SerializedHDLight.serializedObject.targetObjects) - ((HDAdditionalLightData)t).hideFlags = flags; + if (((HDAdditionalLightData)t).hideFlags == HideFlags.HideInInspector) + ((HDAdditionalLightData)t).hideFlags = HideFlags.None; } protected override void OnSceneGUI() diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs index 7291c8b6185..e761994c929 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.Skin.cs @@ -42,6 +42,7 @@ sealed class Styles public readonly GUIContent cookieTextureTypeError = new GUIContent("HDRP does not support the Cookie Texture type, only Default is supported.", EditorGUIUtility.IconContent("console.warnicon").image); public readonly string cookieNonPOT = "HDRP does not support non power of two cookie textures."; public readonly string cookieTooSmall = "Min texture size for cookies is 2x2 pixels."; + public readonly string cookieBaking = "Light Baking for cookies disabled on the Project Settings."; // Additional light data @@ -50,11 +51,14 @@ sealed class Styles public readonly GUIContent areaIntensity = new GUIContent("Intensity (Lumen)", "Luminous power of the Light in Lumen."); public readonly GUIContent lightIntensity = new GUIContent("Intensity", "Sets the strength of the Light. Use the drop-down to select the light units to use."); + // in casse that you want to keep the indentation but have nothing to write + public readonly GUIContent empty = EditorGUIUtility.TrTextContent(" "); + public readonly GUIContent lightRadius = new GUIContent("Radius", "Sets the radius of the light source. This affects the falloff of diffuse lighting, the spread of the specular highlight, and the softness of Ray Traced shadows."); public readonly GUIContent affectDiffuse = new GUIContent("Affect Diffuse", "When disabled, HDRP does not calculate diffuse lighting for this Light. Does not increase performance as HDRP still calculates the diffuse lighting."); public readonly GUIContent affectSpecular = new GUIContent("Affect Specular", "When disabled, HDRP does not calculate specular lighting for this Light. Does not increase performance as HDRP still calculates the specular lighting."); public readonly GUIContent nonLightmappedOnly = new GUIContent("Shadowmask Mode", "Species the behavior of the shadowmask when using Mixed lighting. Distance Shadowmask: HDRP uses real-time shadows to Shadow Distance and baked shadows after. Shadowmask: Static shadow casters always use baked shadows."); - public readonly GUIContent lightDimmer = new GUIContent("Dimmer", "Controls a dimming effect of the Light as a percentage of its intensity. This is useful for reducing the intensity of multiple Lights simultaneously without needing know the intensity of each Light."); + public readonly GUIContent lightDimmer = new GUIContent("Intensity Multiplier", "Multiplies the intensity of the Light by the given number. This is useful for modifying the intensity of multiple Lights simultaneously without needing know the intensity of each Light."); public readonly GUIContent fadeDistance = new GUIContent("Fade Distance", "The distance at which light smoothly fades out before HDRP culls it completely. This minimizes popping."); public readonly GUIContent spotInnerPercent = new GUIContent("Inner Angle (%)", "Controls size of the angular attenuation, in percent, of the base angle of the Spot Light's cone."); public readonly GUIContent spotLightShape = new GUIContent("Shape", "The shape of the Spot Light. Impacts the the cookie transformation and the Light's angular attenuation."); @@ -75,6 +79,10 @@ sealed class Styles public readonly GUIContent shapeHeightBox = new GUIContent("Size Y", "Sets the height of the Box Light."); public readonly GUIContent applyRangeAttenuation = new GUIContent("Range Attenuation", "Allows you to enable or disable range attenuation. Range attenuation is useful for indoor environments because you can avoid having to set up a large range for a Light to get correct inverse square attenuation that may leak out of the indoor environment."); public readonly GUIContent displayAreaLightEmissiveMesh = new GUIContent("Display Emissive Mesh", "Generate an emissive mesh using the size, Color and Intensity of the Area Light."); + public readonly GUIContent areaLightEmissiveMeshCastShadow = new GUIContent("Cast Shadows", "Specify wether the generated geometry create shadow or not when a shadow casting Light shines on it"); + public readonly GUIContent areaLightEmissiveMeshMotionVector = new GUIContent("Motion Vectors", "Specify wether the generated Mesh renders 'Per Object Motion', 'Camera Motion' or 'No Motion' vectors to the Camera Motion Vector Texture."); + public readonly GUIContent areaLightEmissiveMeshSameLayer = new GUIContent("Same Layer", "If checked, use the same Layer than the Light one."); + public readonly GUIContent areaLightEmissiveMeshCustomLayer = new GUIContent("Custom Layer", "Specify on which layer the generated Mesh live."); public readonly GUIContent lightLayer = new GUIContent("Light Layer", "Specifies the current Light Layers that the Light affects. This Light illuminates corresponding Renderers with the same Light Layer flags."); public readonly GUIContent interactsWithSky = new GUIContent("Affect Physically Based Sky", "Check this option to make the light and the Physically Based sky affect one another."); @@ -93,7 +101,7 @@ sealed class Styles // Volumetric Additional light data public readonly GUIContent volumetricEnable = new GUIContent("Enable", "When enabled, this Light uses Volumetrics."); - public readonly GUIContent volumetricDimmer = new GUIContent("Dimmer", "Controls the intensity of the scattered Volumetric lighting."); + public readonly GUIContent volumetricDimmer = new GUIContent("Multiplier", "Controls the intensity of the scattered Volumetric lighting."); // Volumetric Additional shadow data public readonly GUIContent volumetricShadowDimmer = new GUIContent("Shadow Dimmer", "Dims the volumetric shadows this Light casts."); @@ -102,10 +110,10 @@ sealed class Styles public readonly GUIContent shadowResolution = new GUIContent("Resolution", "Sets the rendered resolution of the shadow maps. A higher resolution increases the fidelity of shadows at the cost of GPU performance and memory usage."); public readonly GUIContent shadowFadeDistance = new GUIContent("Fade Distance", "Sets the distance at which Shadows fade before HDRP culls them completely. This minimizes popping."); public readonly GUIContent shadowDimmer = new GUIContent("Dimmer", "Dims the shadows this Light casts."); - public readonly GUIContent shadowTint = new GUIContent("Tint", "Tint the shadows. This option affect dynamic shadows, contact shadows and shadow mask. It don't affect baked shadows."); - public readonly GUIContent penumbraTint = new GUIContent("Penumbra Tint", "Defines if the tint should only affect the penumbra. This option affect dynamic shadows, contact shadows and shadow mask. It don't affect baked shadows."); + public readonly GUIContent shadowTint = new GUIContent("Tint", "Specifies the color and transparency that HDRP tints this Light's shadows to. The tint affects dynamic shadows, Contact Shadows, and ShadowMask. It does not affect baked shadows."); + public readonly GUIContent penumbraTint = new GUIContent("Penumbra Tint", "When enabled, the tint only affects the shadow's penumbra."); public readonly GUIContent contactShadows = new GUIContent("Enable", "Enable support for Contact Shadows on this Light. This is better for lights with a lot of visible shadows."); - public readonly GUIContent rayTracedContactShadow = new GUIContent("Ray Tracing", "Uses ray tracing to compute the contact shadow for a light."); + public readonly GUIContent rayTracedContactShadow = new GUIContent("Ray Tracing (Preview)", "Uses ray tracing to compute the contact shadow for a light."); public readonly GUIContent shadowUpdateMode = new GUIContent("Update Mode", "Specifies when HDRP updates the shadow map."); public readonly GUIContent useCustomSpotLightShadowCone = new GUIContent("Custom Spot Angle", "When enabled, this Spot Light uses the custom angle for shadow map rendering."); public readonly GUIContent customSpotLightShadowCone = new GUIContent("Shadow Angle", "Controls the custom angle this Spot Light uses for shadow map rendering."); @@ -123,7 +131,7 @@ sealed class Styles public readonly GUIContent diameterScaleForSoftness = new GUIContent("Angular Diameter Scale for Softness", "Scale the angular diameter for the sake of softness calculation. Higher scales will result in higher softness."); public readonly GUIContent areaLightShadowCone = new GUIContent("Shadow Cone", "Aperture of the cone used for shadowing the area light."); public readonly GUIContent useScreenSpaceShadows = new GUIContent("Screen Space Shadows", "Render screen space shadow."); - public readonly GUIContent useRayTracedShadows = new GUIContent("Ray Traced Shadows", "If selected, ray traced shadows are used in place of rasterized ones."); + public readonly GUIContent useRayTracedShadows = new GUIContent("Ray Traced Shadows (Preview)", "If selected, ray traced shadows are used in place of rasterized ones."); public readonly GUIContent numRayTracingSamples = new GUIContent("Sample Count", "This defines the number of samples that will be used to evaluate this shadow."); public readonly GUIContent denoiseTracedShadow = new GUIContent("Denoise", "This defines if the ray traced shadow should be filtered."); public readonly GUIContent denoiserRadius = new GUIContent("Denoiser Radius", "This defines the denoiser's radius used for filtering ray traced shadows."); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs index e96fd0e61de..fa6611e0f33 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/HDLightUI.cs @@ -104,17 +104,6 @@ static HDLightUI() CED.FoldoutGroup(s_Styles.shapeHeader, Expandable.Shape, k_ExpandedState, DrawShapeContent), CED.Conditional((serialized, owner) => serialized.type == HDLightType.Directional && !serialized.settings.isCompletelyBaked, CED.FoldoutGroup(s_Styles.celestialBodyHeader, Expandable.CelestialBody, k_ExpandedState, DrawCelestialBodyContent)), - //CED.TernaryConditional((serialized, owner) => serialized.type == HDLightType.Directional && !serialized.settings.isCompletelyBaked, - // CED.AdvancedFoldoutGroup(s_Styles.shapeHeader, Expandable.Shape, k_ExpandedState, - // (serialized, owner) => GetAdvanced(AdvancedMode.Shape, serialized, owner), - // (serialized, owner) => SwitchAdvanced(AdvancedMode.Shape, serialized, owner), - // DrawShapeContent, - // DrawShapeAdvancedContent - // ), - // CED.FoldoutGroup(s_Styles.shapeHeader, Expandable.Shape, k_ExpandedState, - // DrawShapeContent - // ) - //), CED.AdvancedFoldoutGroup(s_Styles.emissionHeader, Expandable.Emission, k_ExpandedState, (serialized, owner) => GetAdvanced(AdvancedMode.Emission, serialized, owner), (serialized, owner) => SwitchAdvanced(AdvancedMode.Emission, serialized, owner), @@ -184,6 +173,7 @@ static void DrawGeneralContent(SerializedHDLight serialized, Editor owner) { EditorGUI.BeginChangeCheck(); Rect lineRect = EditorGUILayout.GetControlRect(); + HDLightType lightType = serialized.type; HDLightType updatedLightType; //Partial support for prefab. There is no way to fully support it at the moment. @@ -191,7 +181,6 @@ static void DrawGeneralContent(SerializedHDLight serialized, Editor owner) //(This will continue unless we remove AdditionalDatas) using (new SerializedHDLight.LightTypeEditionScope(lineRect, s_Styles.shape, serialized)) { - HDLightType lightType = serialized.type; EditorGUI.showMixedValue = lightType == (HDLightType)(-1); int index = Array.FindIndex((HDLightType[])Enum.GetValues(typeof(HDLightType)), x => x == lightType); updatedLightType = (HDLightType)EditorGUI.Popup(lineRect, s_Styles.shape, index, s_Styles.shapeNames); @@ -226,6 +215,7 @@ static void DrawGeneralContent(SerializedHDLight serialized, Editor owner) // For GI we need to detect any change on additional data and call SetLightDirty + For intensity we need to detect light shape change serialized.needUpdateAreaLightEmissiveMeshComponents = true; + serialized.FetchAreaLightEmissiveMeshComponents(); SetLightsDirty(owner); // Should be apply only to parameter that's affect GI, but make the code cleaner } EditorGUI.showMixedValue = false; @@ -409,6 +399,7 @@ static void DrawShapeContent(SerializedHDLight serialized, Editor owner) case AreaLightShape.Disc: //draw the built-in area light control at the moment as everything is handled by built-in serialized.settings.DrawArea(); + serialized.displayAreaLightEmissiveMesh.boolValue = false; //force deactivate emissive mesh for Disc (not supported) break; case (AreaLightShape)(-1): //multiple different values using (new EditorGUI.DisabledScope(true)) @@ -593,7 +584,6 @@ static void DrawLightIntensityGUILayout(SerializedHDLight serialized, Editor own { // Match const defined in EditorGUI.cs const int k_IndentPerLevel = 15; - const int k_PrefixPaddingRight = 2; const int k_ValueUnitSeparator = 2; const int k_UnitWidth = 100; @@ -604,10 +594,10 @@ static void DrawLightIntensityGUILayout(SerializedHDLight serialized, Editor own Rect valueRect = lineRect; Rect labelRect = lineRect; labelRect.width = EditorGUIUtility.labelWidth; - valueRect.x += labelRect.width - indent + k_PrefixPaddingRight; + // We use PropertyField to draw the value to keep the handle at left of the field - // This will apply the indent again thus we need to remove it two time for alignment - valueRect.width -= labelRect.width + k_UnitWidth - indent - indent + k_PrefixPaddingRight + k_ValueUnitSeparator; + // This will apply the indent again thus we need to remove it time for alignment + valueRect.width += indent - k_ValueUnitSeparator - k_UnitWidth; Rect unitRect = valueRect; unitRect.x += valueRect.width - indent + k_ValueUnitSeparator; unitRect.width = k_UnitWidth + .5f; @@ -621,8 +611,8 @@ static void DrawLightIntensityGUILayout(SerializedHDLight serialized, Editor own } EditorGUI.EndProperty(); EditorGUI.EndProperty(); - - EditorGUI.PropertyField(valueRect, serialized.intensity, GUIContent.none); + + EditorGUI.PropertyField(valueRect, serialized.intensity, s_Styles.empty); DrawLightIntensityUnitPopup(unitRect, serialized, owner); if (EditorGUI.EndChangeCheck()) @@ -721,12 +711,12 @@ static void DrawEmissionContent(SerializedHDLight serialized, Editor owner) EditorGUI.indentLevel--; } - ShowCookieTextureWarnings(serialized.settings.cookie); + ShowCookieTextureWarnings(serialized.settings.cookie, serialized.settings.isCompletelyBaked || serialized.settings.isBakedOrMixed); } - else if (serialized.areaLightShape == AreaLightShape.Rectangle) + else if (serialized.areaLightShape == AreaLightShape.Rectangle || serialized.areaLightShape == AreaLightShape.Disc) { EditorGUILayout.ObjectField( serialized.areaLightCookie, s_Styles.areaLightCookie ); - ShowCookieTextureWarnings(serialized.areaLightCookie.objectReferenceValue as Texture); + ShowCookieTextureWarnings(serialized.areaLightCookie.objectReferenceValue as Texture, serialized.settings.isCompletelyBaked || serialized.settings.isBakedOrMixed); } if (EditorGUI.EndChangeCheck()) @@ -736,7 +726,7 @@ static void DrawEmissionContent(SerializedHDLight serialized, Editor owner) } } - static void ShowCookieTextureWarnings(Texture cookie) + static void ShowCookieTextureWarnings(Texture cookie, bool useBaking) { if (cookie == null) return; @@ -766,6 +756,8 @@ static void ShowCookieTextureWarnings(Texture cookie) } } + if (useBaking && !UnityEditor.EditorSettings.enableCookiesInLightmapper) + EditorGUILayout.HelpBox(s_Styles.cookieBaking, MessageType.Warning); if (cookie.width != cookie.height) EditorGUILayout.HelpBox(s_Styles.cookieNonPOT, MessageType.Warning); if (cookie.width < LightCookieManager.k_MinCookieSize || cookie.height < LightCookieManager.k_MinCookieSize) @@ -784,23 +776,111 @@ static void DrawEmissionAdvancedContent(SerializedHDLight serialized, Editor own EditorGUILayout.PropertyField(serialized.affectSpecular, s_Styles.affectSpecular); if (lightType != HDLightType.Directional) { - if (serialized.spotLightShape.GetEnumValue() != SpotLightShape.Box) - EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation); + EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation); EditorGUILayout.PropertyField(serialized.fadeDistance, s_Styles.fadeDistance); } EditorGUILayout.PropertyField(serialized.lightDimmer, s_Styles.lightDimmer); } - else if (lightType == HDLightType.Point - || lightType == HDLightType.Spot && serialized.spotLightShape.GetEnumValue() != SpotLightShape.Box) + else if (lightType == HDLightType.Point || lightType == HDLightType.Spot) EditorGUILayout.PropertyField(serialized.applyRangeAttenuation, s_Styles.applyRangeAttenuation); - // Emissive mesh for area light only - if (lightType == HDLightType.Area) + // Emissive mesh for area light only (and not supported on Disc currently) + if (lightType == HDLightType.Area && serialized.areaLightShape != AreaLightShape.Disc) { EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(serialized.displayAreaLightEmissiveMesh, s_Styles.displayAreaLightEmissiveMesh); if (EditorGUI.EndChangeCheck()) + { + serialized.FetchAreaLightEmissiveMeshComponents(); serialized.needUpdateAreaLightEmissiveMeshComponents = true; + } + + bool showSubArea = serialized.displayAreaLightEmissiveMesh.boolValue && !serialized.displayAreaLightEmissiveMesh.hasMultipleDifferentValues; + ++EditorGUI.indentLevel; + + Rect lineRect = EditorGUILayout.GetControlRect(); + ShadowCastingMode newCastShadow; + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshCastShadow.hasMultipleDifferentValues; + EditorGUI.BeginChangeCheck(); + using (new SerializedHDLight.AreaLightEmissiveMeshDrawScope(lineRect, s_Styles.areaLightEmissiveMeshCastShadow, showSubArea, serialized.areaLightEmissiveMeshCastShadow, serialized.deportedAreaLightEmissiveMeshCastShadow)) + { + newCastShadow = (ShadowCastingMode)EditorGUI.EnumPopup(lineRect, s_Styles.areaLightEmissiveMeshCastShadow, (ShadowCastingMode)serialized.areaLightEmissiveMeshCastShadow.intValue); + } + if (EditorGUI.EndChangeCheck()) + { + serialized.UpdateAreaLightEmissiveMeshCastShadow(newCastShadow); + } + EditorGUI.showMixedValue = false; + + lineRect = EditorGUILayout.GetControlRect(); + SerializedHDLight.MotionVector newMotionVector; + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshMotionVector.hasMultipleDifferentValues; + EditorGUI.BeginChangeCheck(); + using (new SerializedHDLight.AreaLightEmissiveMeshDrawScope(lineRect, s_Styles.areaLightEmissiveMeshMotionVector, showSubArea, serialized.areaLightEmissiveMeshMotionVector, serialized.deportedAreaLightEmissiveMeshMotionVector)) + { + newMotionVector = (SerializedHDLight.MotionVector)EditorGUI.EnumPopup(lineRect, s_Styles.areaLightEmissiveMeshMotionVector, (SerializedHDLight.MotionVector)serialized.areaLightEmissiveMeshMotionVector.intValue); + } + if (EditorGUI.EndChangeCheck()) + { + serialized.UpdateAreaLightEmissiveMeshMotionVectorGeneration(newMotionVector); + } + EditorGUI.showMixedValue = false; + + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues || serialized.lightLayer.hasMultipleDifferentValues; + EditorGUI.BeginChangeCheck(); + bool toggle; + using (new SerializedHDLight.AreaLightEmissiveMeshDrawScope(lineRect, s_Styles.areaLightEmissiveMeshSameLayer, showSubArea, serialized.areaLightEmissiveMeshLayer, serialized.deportedAreaLightEmissiveMeshLayer)) + { + toggle = EditorGUILayout.Toggle(s_Styles.areaLightEmissiveMeshSameLayer, serialized.areaLightEmissiveMeshLayer.intValue == -1); + } + if (EditorGUI.EndChangeCheck()) + { + serialized.UpdateAreaLightEmissiveMeshLayer(serialized.lightLayer.intValue); + if (toggle) + serialized.areaLightEmissiveMeshLayer.intValue = -1; + } + EditorGUI.showMixedValue = false; + + ++EditorGUI.indentLevel; + if (toggle || serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues) + { + using (new EditorGUI.DisabledScope(true)) + { + lineRect = EditorGUILayout.GetControlRect(); + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues || serialized.lightLayer.hasMultipleDifferentValues; + EditorGUI.LayerField(lineRect, s_Styles.areaLightEmissiveMeshCustomLayer, serialized.lightLayer.intValue); + EditorGUI.showMixedValue = false; + } + } + else + { + EditorGUI.showMixedValue = serialized.areaLightEmissiveMeshLayer.hasMultipleDifferentValues; + lineRect = EditorGUILayout.GetControlRect(); + int layer; + EditorGUI.BeginChangeCheck(); + using (new SerializedHDLight.AreaLightEmissiveMeshDrawScope(lineRect, s_Styles.areaLightEmissiveMeshCustomLayer, showSubArea, serialized.areaLightEmissiveMeshLayer, serialized.deportedAreaLightEmissiveMeshLayer)) + { + layer = EditorGUI.LayerField(lineRect, s_Styles.areaLightEmissiveMeshCustomLayer, serialized.areaLightEmissiveMeshLayer.intValue); + } + if (EditorGUI.EndChangeCheck()) + { + serialized.UpdateAreaLightEmissiveMeshLayer(layer); + } + // or if the value of layer got changed using the layer change including child mechanism (strangely apply even if object not editable), + // discard the change: the child is not saved anyway so the value in HDAdditionalLightData is the only serialized one. + else if (!EditorGUI.showMixedValue + && serialized.deportedAreaLightEmissiveMeshLayer != null + && !serialized.deportedAreaLightEmissiveMeshLayer.Equals(null) + && serialized.areaLightEmissiveMeshLayer.intValue != serialized.deportedAreaLightEmissiveMeshLayer.intValue) + { + GUI.changed = true; //force register change to handle update and apply later + serialized.UpdateAreaLightEmissiveMeshLayer(layer); + } + EditorGUI.showMixedValue = false; + } + --EditorGUI.indentLevel; + + --EditorGUI.indentLevel; } if (EditorGUI.EndChangeCheck()) @@ -1028,7 +1108,8 @@ static void SyncLightAndShadowLayers(SerializedHDLight serialized, Editor owner) { // If we're not in decoupled mode for light layers, we sync light with shadow layers: foreach (Light target in owner.targets) - target.renderingLayerMask = serialized.lightlayersMask.intValue; + if (target.renderingLayerMask != serialized.lightlayersMask.intValue) + target.renderingLayerMask = serialized.lightlayersMask.intValue; } static void DrawContactShadowsContent(SerializedHDLight serialized, Editor owner) diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs index b0319d491fa..594775d66d9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/IndirectLightingControllerEditor.cs @@ -1,4 +1,6 @@ +using UnityEngine; using UnityEngine.Rendering.HighDefinition; +using UnityEngine.Rendering; namespace UnityEditor.Rendering.HighDefinition { @@ -6,21 +8,40 @@ namespace UnityEditor.Rendering.HighDefinition [VolumeComponentEditor(typeof(IndirectLightingController))] class IndirectLightingControllerEditor : VolumeComponentEditor { - SerializedDataParameter m_IndirectDiffuseIntensity; - SerializedDataParameter m_IndirectSpecularIntensity; + SerializedDataParameter m_IndirectDiffuseLightingMultiplier; + SerializedDataParameter m_IndirectDiffuseLightingLayers; + + SerializedDataParameter m_ReflectionLightingMultiplier; + SerializedDataParameter m_ReflectionLightingLayers; + + SerializedDataParameter m_ReflectionProbeIntensityMultiplier; public override void OnEnable() { var o = new PropertyFetcher(serializedObject); - m_IndirectSpecularIntensity = Unpack(o.Find(x => x.indirectSpecularIntensity)); - m_IndirectDiffuseIntensity = Unpack(o.Find(x => x.indirectDiffuseIntensity)); + m_IndirectDiffuseLightingMultiplier = Unpack(o.Find(x => x.indirectDiffuseIntensity)); + m_IndirectDiffuseLightingLayers = Unpack(o.Find(x => x.indirectDiffuseLightingLayers)); + + m_ReflectionLightingMultiplier = Unpack(o.Find(x => x.reflectionLightingMultiplier)); + m_ReflectionLightingLayers = Unpack(o.Find(x => x.reflectionLightingLayers)); + + m_ReflectionProbeIntensityMultiplier = Unpack(o.Find(x => x.indirectSpecularIntensity)); } public override void OnInspectorGUI() { - PropertyField(m_IndirectDiffuseIntensity, EditorGUIUtility.TrTextContent("Indirect Diffuse Intensity", "Sets the multiplier for baked diffuse lighting.")); - PropertyField(m_IndirectSpecularIntensity, EditorGUIUtility.TrTextContent("Indirect Specular Intensity", "Sets the multiplier for reflected specular lighting.")); + PropertyField(m_IndirectDiffuseLightingMultiplier, EditorGUIUtility.TrTextContent("Indirect Diffuse Lighting Multiplier", "Sets the multiplier for indirect diffuse lighting.\nIt affect Ambient Probe, Light Probes, Lightmaps, Light Probe Volumes, Screen Space Global Illumination, Raytrace Global Illumination.")); + GUI.enabled = HDUtils.hdrpSettings.supportLightLayers; + PropertyField(m_IndirectDiffuseLightingLayers, EditorGUIUtility.TrTextContent("Indirect Diffuse Lighting Layers", "Sets the light layer mask for indirect diffuse lighting. Only matching RenderingLayers on Mesh will get affected by the multiplier.")); + GUI.enabled = true; + + PropertyField(m_ReflectionLightingMultiplier, EditorGUIUtility.TrTextContent("Reflection Lighting Multiplier", "Sets the multiplier for reflected specular lighting.\nIt affect Sky Reflection, Reflection Probes, Planar Probes, Screen Space Reflection, Raytrace Reflection.")); + GUI.enabled = HDUtils.hdrpSettings.supportLightLayers; + PropertyField(m_ReflectionLightingLayers, EditorGUIUtility.TrTextContent("Reflection Lighting Layers", "Sets the light layer mask for reflected specular lighting. Only matching RenderingLayers on Mesh will get affected by the multiplier.")); + GUI.enabled = true; + + PropertyField(m_ReflectionProbeIntensityMultiplier, EditorGUIUtility.TrTextContent("Reflection/Planar Probe Intensity Multiplier", "Sets the intensity multiplier for Reflection/Planar Probes.")); } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Light.meta b/com.unity.render-pipelines.high-definition/Editor/Lighting/Light.meta deleted file mode 100644 index e59088e86fd..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Light.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 0dbcb519ddcfc18489edd0de21d67f28 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Light/HDAdditionalLightDataEditorExtension.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Light/HDAdditionalLightDataEditorExtension.cs deleted file mode 100644 index bff470df955..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Light/HDAdditionalLightDataEditorExtension.cs +++ /dev/null @@ -1,77 +0,0 @@ -using UnityEngine; -using UnityEngine.Rendering.HighDefinition; - -namespace UnityEditor.Rendering.HighDefinition -{ - /// - /// Extension class that contains all the Editor Only functions available for the HDAdditionalLightData component - /// - static class HDAdditionalLightDataEditorExtension - { - /// - /// Set Lightmap Bake Type. - /// - /// - /// - /// - public static LightmapBakeType SetLightmapBakeType(this HDAdditionalLightData hdLight, LightmapBakeType lightmapBakeType) => hdLight.legacyLight.lightmapBakeType = lightmapBakeType; - - /// - /// Get the display emissive mesh value - /// - public static bool GetDisplayAreaLightEmissiveMesh(this HDAdditionalLightData hdLight) => hdLight.displayAreaLightEmissiveMesh; - - /// - /// Displays or hide an emissive mesh for the area light - /// - /// - /// - public static void SetDisplayAreaLightEmissiveMesh(this HDAdditionalLightData hdLight, bool display) - { - if (hdLight.displayAreaLightEmissiveMesh == display) - return; - - if (display) - { - // fix the local scale to match the emissive quad size - hdLight.transform.localScale = new Vector3(hdLight.shapeWidth, hdLight.shapeHeight, HDAdditionalLightData.k_MinAreaWidth); - } - - hdLight.displayAreaLightEmissiveMesh = display; - - hdLight.UpdateEmissiveMeshComponents(); - } - - internal static void UpdateEmissiveMeshComponents(this HDAdditionalLightData hdLight) - { - // If the display emissive mesh is disabled, skip to the next selected light - if (hdLight.emissiveMeshFilter == null || hdLight.emissiveMeshRenderer == null) - return; - - // We only load the mesh and it's material here, because we can't do that inside HDAdditionalLightData (Editor assembly) - // Every other properties of the mesh is updated in HDAdditionalLightData to support timeline and editor records - if (hdLight.type == HDLightType.Area) - { - switch (hdLight.areaLightShape) - { - case AreaLightShape.Tube: - hdLight.emissiveMeshFilter.mesh = HDEditorUtils.LoadAsset("Runtime/RenderPipelineResources/Mesh/Cylinder.fbx"); - break; - case AreaLightShape.Rectangle: - default: - hdLight.emissiveMeshFilter.mesh = HDEditorUtils.LoadAsset("Runtime/RenderPipelineResources/Mesh/Quad.FBX"); - break; - } - } - else // [TODO: check if we need this for non area lights as it was done] - { - hdLight.emissiveMeshFilter.mesh = HDEditorUtils.LoadAsset("Runtime/RenderPipelineResources/Mesh/Quad.FBX"); - } - if (hdLight.emissiveMeshRenderer.sharedMaterial == null) - { - hdLight.emissiveMeshRenderer.sharedMaterial = new Material(Shader.Find("HDRP/Unlit")); - } - hdLight.emissiveMeshRenderer.sharedMaterial.SetFloat("_IncludeIndirectLighting", 0.0f); - } - } -} diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Light/HDAdditionalLightDataEditorExtension.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Lighting/Light/HDAdditionalLightDataEditorExtension.cs.meta deleted file mode 100644 index 1b906ca2d1d..00000000000 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Light/HDAdditionalLightDataEditorExtension.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8c6026708df5ace4ba243af6e224b3a0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs index 071cf80f198..f173f379020 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDBakedReflectionSystem.cs @@ -119,6 +119,8 @@ IScriptableBakedReflectionSystemStageNotifier handle // a. If we have to remove a baked data // b. If we have to bake a probe // 4. Bake all required probes + // a. Bake probe that were added or modified + // b. Bake probe with a missing baked texture // 5. Remove unused baked data // 6. Update probe assets @@ -131,26 +133,47 @@ IScriptableBakedReflectionSystemStageNotifier handle HashUtilities.AppendHash(ref skySettingsHash, ref allProbeDependencyHash); var bakedProbes = HDProbeSystem.bakedProbes; + var bakedProbeCount = HDProbeSystem.bakedProbeCount; // == 2. == - var states = stackalloc HDProbeBakingState[bakedProbes.Count]; + var states = stackalloc HDProbeBakingState[bakedProbeCount]; + // A list of indices of probe we may want to force to rebake, even if the hashes matches. + // Usually, add a probe when something external to its state or the world state forces the bake. + var probeForcedToBakeIndices = stackalloc int[bakedProbeCount]; + var probeForcedToBakeIndicesCount = 0; + var probeForcedToBakeIndicesList = new ListBuffer( + probeForcedToBakeIndices, + &probeForcedToBakeIndicesCount, + bakedProbeCount + ); + ComputeProbeInstanceID(bakedProbes, states); ComputeProbeSettingsHashes(bakedProbes, states); // TODO: Handle bounce dependency here - ComputeProbeBakingHashes(bakedProbes.Count, allProbeDependencyHash, states); + ComputeProbeBakingHashes(bakedProbeCount, allProbeDependencyHash, states); + + // Force to rebake probe with missing baked texture + for (var i = 0; i < bakedProbeCount; ++i) + { + var instanceId = states[i].instanceID; + var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); + if (probe.bakedTexture != null && !probe.bakedTexture.Equals(null)) continue; + + probeForcedToBakeIndicesList.TryAdd(i); + } CoreUnsafeUtils.QuickSort( - bakedProbes.Count, states + bakedProbeCount, states ); int operationCount = 0, addCount = 0, remCount = 0; - var maxProbeCount = Mathf.Max(bakedProbes.Count, m_HDProbeBakedStates.Length); + var maxProbeCount = Mathf.Max(bakedProbeCount, m_HDProbeBakedStates.Length); var addIndices = stackalloc int[maxProbeCount]; var remIndices = stackalloc int[maxProbeCount]; if (m_HDProbeBakedStates.Length == 0) { - for (int i = 0; i < bakedProbes.Count; ++i) + for (int i = 0; i < bakedProbeCount; ++i) addIndices[addCount++] = i; operationCount = addCount; } @@ -165,14 +188,14 @@ IScriptableBakedReflectionSystemStageNotifier handle HDProbeBakingState, HDProbeBakingState.ProbeBakingHash > ( m_HDProbeBakedStates.Length, oldBakedStates, // old hashes - bakedProbes.Count, states, // new hashes + bakedProbeCount, states, // new hashes addIndices, remIndices, out addCount, out remCount ); } } - if (operationCount > 0) + if (operationCount > 0 || probeForcedToBakeIndicesList.Count > 0) { // == 4. == var cubemapSize = (int)hdPipeline.currentPlatformRenderPipelineSettings.lightLoopSettings.reflectionCubemapSize; @@ -184,33 +207,66 @@ IScriptableBakedReflectionSystemStageNotifier handle 0 ); - // Render probes - for (int i = 0; i < addCount; ++i) + // Compute indices of probes to bake: added, modified probe or with a missing baked texture. + var toBakeIndices = stackalloc int[bakedProbeCount]; + var toBakeIndicesCount = 0; + var toBakeIndicesList = new ListBuffer(toBakeIndices, &toBakeIndicesCount, bakedProbeCount); + { + // Note: we will add probes from change check and baked texture missing check. + // So we can add at most 2 time the probe in the list. + var toBakeIndicesTmp = stackalloc int[bakedProbeCount * 2]; + var toBakeIndicesTmpCount = 0; + var toBakeIndicesTmpList = + new ListBuffer(toBakeIndicesTmp, &toBakeIndicesTmpCount, bakedProbeCount * 2); + + // Add the indices from the added or modified detection check + toBakeIndicesTmpList.TryCopyFrom(addIndices, addCount); + // Add the probe with missing baked texture check + probeForcedToBakeIndicesList.TryCopyTo(toBakeIndicesTmpList); + + // Sort indices + toBakeIndicesTmpList.QuickSort(); + // Add to final list without the duplicates + var lastValue = int.MaxValue; + for (var i = 0; i < toBakeIndicesTmpList.Count; ++i) + { + if (lastValue == toBakeIndicesTmpList.GetUnchecked(i)) + // Skip duplicates + continue; + + lastValue = toBakeIndicesTmpList.GetUnchecked(i); + toBakeIndicesList.TryAdd(lastValue); + } + } + + // Render probes that were added or modified + for (int i = 0; i < toBakeIndicesList.Count; ++i) { handle.EnterStage( (int)BakingStages.ReflectionProbes, string.Format("Reflection Probes | {0} jobs", addCount), - i / (float)addCount + i / (float)toBakeIndicesCount ); - var index = addIndices[i]; + var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); var cacheFile = GetGICacheFileForHDProbe(states[index].probeBakingHash); - var planarRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution); // Get from cache or render the probe if (!File.Exists(cacheFile)) + { + var planarRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution); RenderAndWriteToFile(probe, cacheFile, cubeRT, planarRT); - - planarRT.Release(); + planarRT.Release(); + } } cubeRT.Release(); // Copy texture from cache - for (int i = 0; i < addCount; ++i) + for (int i = 0; i < toBakeIndicesList.Count; ++i) { - var index = addIndices[i]; + var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); var cacheFile = GetGICacheFileForHDProbe(states[index].probeBakingHash); @@ -232,9 +288,9 @@ IScriptableBakedReflectionSystemStageNotifier handle for (int j = 0; j < 2; ++j) { AssetDatabase.StartAssetEditing(); - for (int i = 0; i < bakedProbes.Count; ++i) + for (int i = 0; i < bakedProbeCount; ++i) { - var index = addIndices[i]; + var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); @@ -245,9 +301,9 @@ IScriptableBakedReflectionSystemStageNotifier handle } // Import assets AssetDatabase.StartAssetEditing(); - for (int i = 0; i < addCount; ++i) + for (int i = 0; i < toBakeIndicesList.Count; ++i) { - var index = addIndices[i]; + var index = toBakeIndicesList.GetUnchecked(i); var instanceId = states[index].instanceID; var probe = (HDProbe)EditorUtility.InstanceIDToObject(instanceId); var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); @@ -274,9 +330,9 @@ IScriptableBakedReflectionSystemStageNotifier handle targetBakedStates[targetI++] = m_HDProbeBakedStates[i]; } // Add new baked states - for (int i = 0; i < addCount; ++i) + for (int i = 0; i < toBakeIndicesList.Count; ++i) { - var state = states[addIndices[i]]; + var state = states[toBakeIndicesList.GetUnchecked(i)]; targetBakedStates[targetI++] = new HDProbeBakedState { instanceID = state.instanceID, @@ -312,7 +368,7 @@ IScriptableBakedReflectionSystemStageNotifier handle handle.SetIsDone(true); } - public static bool BakeProbes(IList bakedProbes) + public static bool BakeProbes(IEnumerable bakedProbes) { if (!(RenderPipelineManager.currentPipeline is HDRenderPipeline hdPipeline)) { @@ -326,9 +382,8 @@ public static bool BakeProbes(IList bakedProbes) var cubeRT = HDRenderUtilities.CreateReflectionProbeRenderTarget(cubemapSize); // Render and write the result to disk - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); var planarRT = HDRenderUtilities.CreatePlanarProbeRenderTarget((int)probe.resolution); RenderAndWriteToFile(probe, bakedTexturePath, cubeRT, planarRT); @@ -342,9 +397,8 @@ public static bool BakeProbes(IList bakedProbes) for (int j = 0; j < 2; ++j) { AssetDatabase.StartAssetEditing(); - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); AssetDatabase.ImportAsset(bakedTexturePath); ImportAssetAt(probe, bakedTexturePath); @@ -353,9 +407,8 @@ public static bool BakeProbes(IList bakedProbes) } AssetDatabase.StartAssetEditing(); - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var bakedTexturePath = HDBakingUtilities.GetBakedTextureFilePath(probe); // Get or create the baked texture asset for the probe @@ -379,9 +432,8 @@ public static bool BakeProbes(IList bakedProbes) // updateCount is a transient data, so don't execute this code before the asset reload. { UnityEngine.Random.InitState((int)(1000 * hdPipeline.GetTime())); - for (int i = 0; i < bakedProbes.Count; ++i) + foreach (var probe in bakedProbes) { - var probe = bakedProbes[i]; var c = UnityEngine.Random.Range(2, 10); while (probe.texture.updateCount < c) probe.texture.IncrementUpdateCount(); } @@ -474,8 +526,13 @@ void DeleteCubemapAssets(bool deleteUnusedOnly) // Or we delete all assets || !deleteUnusedOnly) { + // If the buffer is full we empty it and then push again the element we were trying to + // push but failed. if (!buffer.TryPush(files[fileI])) + { DeleteAllAssetsIn(ref buffer); + buffer.TryPush(files[fileI]); + } } } } @@ -492,6 +549,9 @@ static void DeleteAllAssetsIn(ref CoreUnsafeUtils.FixedBufferStringQueue queue) while (queue.TryPop(out string path)) AssetDatabase.DeleteAsset(path); AssetDatabase.StopAssetEditing(); + + // Clear the queue so that can be filled again. + queue.Clear(); } internal static void Checkout(string targetFile) @@ -663,23 +723,28 @@ string GetGICacheFileForHDProbe(Hash128 hash) return Path.Combine(hashFolder, string.Format("HDProbe-{0}.exr", hash)); } - static void ComputeProbeInstanceID(IList probes, HDProbeBakingState* states) + static void ComputeProbeInstanceID(IEnumerable probes, HDProbeBakingState* states) { - for (int i = 0; i < probes.Count; ++i) - states[i].instanceID = probes[i].GetInstanceID(); + var i = 0; + foreach (var probe in probes) + { + states[i].instanceID = probe.GetInstanceID(); + ++i; + } } - static void ComputeProbeSettingsHashes(IList probes, HDProbeBakingState* states) + static void ComputeProbeSettingsHashes(IEnumerable probes, HDProbeBakingState* states) { - for (int i = 0; i < probes.Count; ++i) + var i = 0; + foreach (var probe in probes) { - var probe = probes[i]; var positionSettings = ProbeCapturePositionSettings.ComputeFrom(probe, null); var positionSettingsHash = positionSettings.ComputeHash(); // TODO: make ProbeSettings and unmanaged type so its hash can be the hash of its memory var probeSettingsHash = probe.settings.ComputeHash(); HashUtilities.AppendHash(ref positionSettingsHash, ref probeSettingsHash); states[i].probeSettingsHash = probeSettingsHash; + ++i; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs index ba9abfa0c04..e65b65b5eb0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDCubemapInspector.cs @@ -1,4 +1,5 @@ using UnityEngine; +using UnityEngine.Rendering; using UnityEngine.Rendering.HighDefinition; using UnityEngine.Experimental.Rendering; @@ -23,32 +24,37 @@ static Mesh sphereMesh get { return s_SphereMesh ?? (s_SphereMesh = Resources.GetBuiltinResource(typeof(Mesh), "New-Sphere.fbx") as Mesh); } } - Material m_ReflectiveMaterial; + Material m_ReflectiveMaterial = null; PreviewRenderUtility m_PreviewUtility; float m_CameraPhi = 0.75f; float m_CameraTheta = 0.5f; float m_CameraDistance = 2.0f; Vector2 m_PreviousMousePosition = Vector2.zero; - Cubemap cubemap => target as Cubemap; + Texture targetTexture => target as Texture; public float previewExposure = 0f; public float mipLevelPreview = 0f; - void Awake() + void InitMaterialIfNeeded() { - m_ReflectiveMaterial = new Material(Shader.Find("Debug/ReflectionProbePreview")) + if(m_ReflectiveMaterial == null) { - hideFlags = HideFlags.HideAndDontSave - }; + var shader = Shader.Find("Debug/ReflectionProbePreview"); + if(shader != null) + { + m_ReflectiveMaterial = new Material(Shader.Find("Debug/ReflectionProbePreview")) + { + hideFlags = HideFlags.HideAndDontSave + }; + } + } } void OnEnable() { if (m_PreviewUtility == null) InitPreview(); - - m_ReflectiveMaterial.SetTexture("_Cubemap", target as Texture); } void OnDisable() @@ -73,8 +79,13 @@ public override void OnPreviewGUI(Rect r, GUIStyle background) if (m_PreviewUtility == null) InitPreview(); + // We init material just before using it as the inspector might have been enabled/awaked before during import. + InitMaterialIfNeeded(); + UpdateCamera(); + m_ReflectiveMaterial.SetTexture("_Cubemap", target as Texture); + m_PreviewUtility.BeginPreview(r, GUIStyle.none); m_PreviewUtility.DrawMesh(sphereMesh, Matrix4x4.identity, m_ReflectiveMaterial, 0); m_PreviewUtility.camera.Render(); @@ -94,8 +105,8 @@ public override void OnPreviewSettings() var mipmapCount = 0; var rt = target as RenderTexture; - if (cubemap != null) - mipmapCount = cubemap.mipmapCount; + if (targetTexture != null) + mipmapCount = targetTexture.mipmapCount; if (rt != null) mipmapCount = rt.useMipMap ? (int)(Mathf.Log(Mathf.Max(rt.width, rt.height)) / Mathf.Log(2)) @@ -115,7 +126,7 @@ public override void OnPreviewSettings() GUILayout.Box(s_MipMapLow, s_PreLabel, GUILayout.MaxWidth(20)); } - public override string GetInfoString() => $"{cubemap.width}x{cubemap.height} {GraphicsFormatUtility.GetFormatString(cubemap.graphicsFormat)}"; + public override string GetInfoString() => $"{targetTexture.width}x{targetTexture.height} {GraphicsFormatUtility.GetFormatString(targetTexture.graphicsFormat)}"; void InitPreview() { @@ -191,5 +202,53 @@ static void InitIcons() s_ExposureLow = EditorGUIUtility.IconContent("SceneViewLighting"); s_PreLabel = "preLabel"; } + public override Texture2D RenderStaticPreview(string assetPath, Object[] subAssets, int width, int height) + { + m_CameraDistance = 1.25f; + m_CameraPhi = Mathf.PI * 0.33f; + m_CameraTheta = Mathf.PI; + + InitPreview(); + + UpdateCamera(); + + // Force loading the needed preview shader + var previewShader = EditorGUIUtility.LoadRequired("Previews/PreviewCubemap.shader") as Shader; + var previewMaterial = new Material(previewShader) + { + hideFlags = HideFlags.HideAndDontSave + }; + + // We need to force it to go through legacy + bool assetUsedFromQuality = false; + var currentPipelineAsset = HDUtils.SwitchToBuiltinRenderPipeline(out assetUsedFromQuality); + + previewMaterial.SetVector("_CameraWorldPosition", m_PreviewUtility.camera.transform.position); + previewMaterial.SetFloat("_Mip", 0.0f); + previewMaterial.SetFloat("_Alpha", 0.0f); + previewMaterial.SetFloat("_Intensity", 1.0f); + previewMaterial.mainTexture = (target as Texture); + + m_PreviewUtility.ambientColor = Color.black; + m_PreviewUtility.BeginStaticPreview(new Rect(0, 0, width, height)); + m_PreviewUtility.DrawMesh(sphereMesh, Matrix4x4.identity, previewMaterial, 0); + // TODO: For now the following line is D3D11 + Metal only as it cause out of memory on both DX12 and Vulkan API. + // We will need to invest time to understand what is happening + // For now priority is to enable Yamato platform automation + // This mean that cubemap icon will render incorrectly on anything but D3D11 + if(SystemInfo.graphicsDeviceType == GraphicsDeviceType.Direct3D11 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal) + m_PreviewUtility.camera.Render(); + + var outTexture = m_PreviewUtility.EndStaticPreview(); + + // Reset back to whatever asset was used before the rendering + HDUtils.RestoreRenderPipelineAsset(assetUsedFromQuality, currentPipelineAsset); + + // Dummy empty render call to reset the pipeline in RenderPipelineManager + m_PreviewUtility.camera.Render(); + + return outTexture; + + } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeEditor.cs index 81abdeaca4a..2d1625dcc18 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeEditor.cs @@ -16,7 +16,7 @@ interface IHDProbeEditor bool showChromeGizmo { get; set; } } - abstract class HDProbeEditor : Editor, IHDProbeEditor + abstract class HDProbeEditor : Editor, IHDProbeEditor, IDefaultFrameSettingsType where TProvider : struct, HDProbeUI.IProbeUISettingsProvider, InfluenceVolumeUI.IInfluenceUISettingsProvider where TSerialized : SerializedHDProbe { @@ -142,5 +142,10 @@ static Func ComputeCapturePointPreviewSizeGetter() } internal static float capturePointPreviewSize { get { return s_CapturePointPreviewSizeGetter(); } } + + public FrameSettingsRenderType GetFrameSettingsType() + => GetTarget(target).mode == ProbeSettings.Mode.Realtime + ? FrameSettingsRenderType.RealtimeReflection + : FrameSettingsRenderType.CustomOrBakedReflection; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs index 3cba949c92c..81286155f03 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDProbeUI.Drawers.cs @@ -233,7 +233,6 @@ public static void DrawCustomSettings(SerializedHDProbe serialized, Editor owner public static void DrawInfluenceSettings(SerializedHDProbe serialized, Editor owner) { - var provider = new TProvider(); InfluenceVolumeUI.Draw(serialized.probeSettings.influence, owner); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs index b2ecb101233..67087161187 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/HDScreenSpaceReflectionEditor.cs @@ -8,6 +8,7 @@ namespace UnityEditor.Rendering.HighDefinition [VolumeComponentEditor(typeof(ScreenSpaceReflection))] class HDScreenSpaceReflectionEditor : VolumeComponentWithQualityEditor { + SerializedDataParameter m_Enable; SerializedDataParameter m_RayTracing; // Shared data @@ -41,17 +42,18 @@ public override void OnEnable() base.OnEnable(); var o = new PropertyFetcher(serializedObject); - m_RayTracing = Unpack(o.Find(x => x.rayTracing)); + m_Enable = Unpack(o.Find(x => x.enabled)); + m_RayTracing = Unpack(o.Find(x => x.rayTracing)); // Shared data - m_MinSmoothness = Unpack(o.Find(x => x.minSmoothness)); - m_SmoothnessFadeStart = Unpack(o.Find(x => x.smoothnessFadeStart)); - m_ReflectSky = Unpack(o.Find(x => x.reflectSky)); + m_MinSmoothness = Unpack(o.Find(x => x.minSmoothness)); + m_SmoothnessFadeStart = Unpack(o.Find(x => x.smoothnessFadeStart)); + m_ReflectSky = Unpack(o.Find(x => x.reflectSky)); // SSR Data - m_DepthBufferThickness = Unpack(o.Find(x => x.depthBufferThickness)); - m_RayMaxIterations = Unpack(o.Find(x => x.rayMaxIterations)); - m_ScreenFadeDistance = Unpack(o.Find(x => x.screenFadeDistance)); + m_DepthBufferThickness = Unpack(o.Find(x => x.depthBufferThickness)); + m_RayMaxIterations = Unpack(o.Find(x => x.rayMaxIterations)); + m_ScreenFadeDistance = Unpack(o.Find(x => x.screenFadeDistance)); // Generic ray tracing m_LayerMask = Unpack(o.Find(x => x.layerMask)); @@ -80,9 +82,11 @@ public override void OnInspectorGUI() return; } + PropertyField(m_Enable, EditorGUIUtility.TrTextContent("Enable")); + bool rayTracingSupported = HDRenderPipeline.pipelineSupportsRayTracing; if (rayTracingSupported) - PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing", "Enable ray traced reflections.")); + PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced reflections.")); // Shared Data PropertyField(m_MinSmoothness, EditorGUIUtility.TrTextContent("Minimum Smoothness", "Controls the smoothness value at which HDRP activates SSR and the smoothness-controlled fade out stops.")); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs index efd957acda8..4a37f1c8492 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/PlanarReflectionProbeEditor.cs @@ -21,6 +21,23 @@ public static Material GUITextureBlit2SRGBMaterial static Material k_PreviewMaterial; static Material k_PreviewOutlineMaterial; + static GUIContent s_MipMapLow, s_MipMapHigh, s_ExposureLow; + static GUIStyle s_PreLabel; + + public float previewExposure = 0f; + public float mipLevelPreview = 0f; + + static Material _previewMaterial; + static Material previewMaterial + { + get + { + if (_previewMaterial == null) + _previewMaterial = new Material(HDRenderPipeline.defaultAsset.renderPipelineEditorResources.materials.GUITextureBlit2SRGB); + return _previewMaterial; + } + } + bool firstDraw = true; List m_PreviewedTextures = new List(); @@ -47,6 +64,11 @@ public override void OnPreviewGUI(Rect r, GUIStyle background) var rowSize = Mathf.CeilToInt(Mathf.Sqrt(m_PreviewedTextures.Count)); var size = r.size / rowSize - space * (rowSize - 1); + previewMaterial.SetFloat("_ExposureBias", previewExposure); + previewMaterial.SetFloat("_MipLevel", mipLevelPreview); + // We don't have the Exposure texture in the inspector so we bind white instead. + previewMaterial.SetTexture("_Exposure", Texture2D.whiteTexture); + for (var i = 0; i < m_PreviewedTextures.Count; i++) { var row = i / rowSize; @@ -58,12 +80,32 @@ public override void OnPreviewGUI(Rect r, GUIStyle background) size.y); if (m_PreviewedTextures[i] != null) - EditorGUI.DrawPreviewTexture(itemRect, m_PreviewedTextures[i], UnityEditor.Rendering.CameraEditorUtils.GUITextureBlit2SRGBMaterial, ScaleMode.ScaleToFit, 0, 1); + EditorGUI.DrawPreviewTexture(itemRect, m_PreviewedTextures[i], previewMaterial, ScaleMode.ScaleToFit, 0, 1); else EditorGUI.LabelField(itemRect, EditorGUIUtility.TrTextContent("Not Available")); } } + public override void OnPreviewSettings() + { + if (s_MipMapLow == null) + InitIcons(); + + int mipmapCount = m_PreviewedTextures.Count > 0 ? m_PreviewedTextures[0].mipmapCount : 1; + + GUILayout.Box(s_ExposureLow, s_PreLabel, GUILayout.MaxWidth(20)); + previewExposure = GUILayout.HorizontalSlider(previewExposure, -20f, 20f, GUILayout.MaxWidth(80)); + GUILayout.Space(5); + +// For now we don't display the mip level slider because they are black. The convolution of the probe +// texture is made in the atlas and so is not available in the texture we have here. +#if false + GUILayout.Box(s_MipMapHigh, s_PreLabel, GUILayout.MaxWidth(20)); + mipLevelPreview = GUILayout.HorizontalSlider(mipLevelPreview, 0, mipmapCount, GUILayout.MaxWidth(80)); + GUILayout.Box(s_MipMapLow, s_PreLabel, GUILayout.MaxWidth(20)); +#endif + } + protected override SerializedPlanarReflectionProbe NewSerializedObject(SerializedObject so) => new SerializedPlanarReflectionProbe(so); internal override HDProbe GetTarget(Object editorTarget) => editorTarget as HDProbe; @@ -119,7 +161,7 @@ void OnOverlayGUI(Object target, SceneView sceneView) var previewWidth = k_PreviewHeight; var previewSize = new Rect(previewWidth, k_PreviewHeight + EditorGUIUtility.singleLineHeight + 2, 0, 0); - + if (Event.current.type == EventType.Layout || !firstDraw && Event.current.type == EventType.Repaint) { @@ -231,7 +273,7 @@ static void DrawCapturePositionGizmo(PlanarReflectionProbe probe) var mirrorPositionProxySpace = settings.proxySettings.mirrorPositionProxySpace + Vector3.up * 0.001f; var mirrorPosition = proxyToWorld.MultiplyPoint(mirrorPositionProxySpace); - var mirrorRotation = proxyToWorld.rotation * settings.proxySettings.mirrorRotationProxySpace * Quaternion.Euler(0, 180, 0); + var mirrorRotation = (proxyToWorld.rotation * settings.proxySettings.mirrorRotationProxySpace * Quaternion.Euler(0, 180, 0)).normalized; var renderData = probe.renderData; var gpuProj = GL.GetGPUProjectionMatrix(renderData.projectionMatrix, true); @@ -262,6 +304,14 @@ static void DrawCapturePositionGizmo(PlanarReflectionProbe probe) k_PreviewMaterial.SetPass(0); Graphics.DrawMeshNow(k_QuadMesh, Matrix4x4.TRS(mirrorPosition, mirrorRotation, Vector3.one * capturePointPreviewSize * 2)); } + + static void InitIcons() + { + s_MipMapLow = EditorGUIUtility.IconContent("PreTextureMipMapLow"); + s_MipMapHigh = EditorGUIUtility.IconContent("PreTextureMipMapHigh"); + s_ExposureLow = EditorGUIUtility.IconContent("SceneViewLighting"); + s_PreLabel = "preLabel"; + } } struct PlanarReflectionProbeUISettingsProvider : HDProbeUI.IProbeUISettingsProvider, InfluenceVolumeUI.IInfluenceUISettingsProvider @@ -270,7 +320,6 @@ struct PlanarReflectionProbeUISettingsProvider : HDProbeUI.IProbeUISettingsProvi bool InfluenceVolumeUI.IInfluenceUISettingsProvider.drawNormal => false; bool InfluenceVolumeUI.IInfluenceUISettingsProvider.drawFace => false; - ProbeSettingsOverride HDProbeUI.IProbeUISettingsProvider.displayedCaptureSettings => new ProbeSettingsOverride { probe = ProbeSettingsFields.frustumFieldOfViewMode @@ -310,7 +359,7 @@ struct PlanarReflectionProbeUISettingsProvider : HDProbeUI.IProbeUISettingsProvi camera = CameraSettingsFields.none } }; - + Type HDProbeUI.IProbeUISettingsProvider.customTextureType => typeof(Texture2D); static readonly HDProbeUI.ToolBar[] k_Toolbars = { diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Drawers.cs index 43258ec6d7d..f1f9eb3f08e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Drawers.cs @@ -17,7 +17,6 @@ public static void Draw(SerializedInfluenceVolume serialized, Editor { var provider = new TProvider(); - EditorGUILayout.PropertyField(serialized.shape, shapeContent); switch ((InfluenceShape)serialized.shape.intValue) { @@ -57,7 +56,7 @@ public static void SetInfluenceAdvancedControlSwitch(SerializedInfluenceVolume s static void Drawer_SectionShapeBox(SerializedInfluenceVolume serialized, Editor owner, bool drawOffset, bool drawNormal, bool drawFace) { bool advanced = serialized.editorAdvancedModeEnabled.boolValue; - + //small piece of init logic previously in the removed Drawer_InfluenceAdvancedSwitch s_BoxBaseHandle.monoHandle = false; s_BoxInfluenceHandle.monoHandle = !advanced; @@ -71,6 +70,13 @@ static void Drawer_SectionShapeBox(SerializedInfluenceVolume serialized, Editor EditorGUILayout.PropertyField(serialized.boxSize, boxSizeContent); if (EditorGUI.EndChangeCheck()) { + Vector3 localSize = serialized.boxSize.vector3Value; + for (int i = 0; i < 3; ++i) + { + localSize[i] = Mathf.Max(Mathf.Epsilon, localSize[i]); + } + serialized.boxSize.vector3Value = localSize; + Vector3 blendPositive = serialized.boxBlendDistancePositive.vector3Value; Vector3 blendNegative = serialized.boxBlendDistanceNegative.vector3Value; Vector3 blendNormalPositive = serialized.boxBlendNormalDistancePositive.vector3Value; @@ -112,7 +118,7 @@ static void Drawer_SectionShapeBox(SerializedInfluenceVolume serialized, Editor EditorGUILayout.EndHorizontal(); GUILayout.Space(EditorGUIUtility.standardVerticalSpacing); - + EditorGUILayout.PropertyField(serialized.editorAdvancedModeEnabled, manipulatonTypeContent); EditorGUILayout.BeginHorizontal(); @@ -152,7 +158,7 @@ static void Drawer_AdvancedBlendDistance(SerializedInfluenceVolume serialized, b SerializedProperty editorSimplifiedModeBlendDistance = isNormal ? serialized.editorSimplifiedModeBlendNormalDistance : serialized.editorSimplifiedModeBlendDistance; Vector3 bdp = blendDistancePositive.vector3Value; Vector3 bdn = blendDistanceNegative.vector3Value; - + //resync to be sure prefab revert will keep syncs if (serialized.editorAdvancedModeEnabled.boolValue) { @@ -167,18 +173,10 @@ static void Drawer_AdvancedBlendDistance(SerializedInfluenceVolume serialized, b } else { - float scalar = editorSimplifiedModeBlendDistance.floatValue; - if (!(Mathf.Approximately(blendDistancePositive.vector3Value.x, scalar) - && Mathf.Approximately(blendDistancePositive.vector3Value.y, scalar) - && Mathf.Approximately(blendDistancePositive.vector3Value.z, scalar) - && Mathf.Approximately(blendDistanceNegative.vector3Value.x, scalar) - && Mathf.Approximately(blendDistanceNegative.vector3Value.y, scalar) - && Mathf.Approximately(blendDistanceNegative.vector3Value.z, scalar))) - { - blendDistancePositive.vector3Value = blendDistanceNegative.vector3Value = new Vector3(scalar, scalar, scalar); - serialized.Apply(); - SceneView.RepaintAll(); //update gizmo - } + var scalar = Mathf.Min(editorSimplifiedModeBlendDistance.floatValue, Mathf.Min(maxBlendDistance.x, maxBlendDistance.y, maxBlendDistance.z)); + blendDistancePositive.vector3Value = blendDistanceNegative.vector3Value = new Vector3(scalar, scalar, scalar); + serialized.Apply(); + SceneView.RepaintAll(); //update gizmo } if (serialized.editorAdvancedModeEnabled.boolValue) @@ -218,7 +216,6 @@ static void Drawer_AdvancedBlendDistance(SerializedInfluenceVolume serialized, b static void Drawer_SectionShapeSphere(SerializedInfluenceVolume serialized, Editor owner, bool drawOffset, bool drawNormal) { - EditorGUILayout.BeginHorizontal(); EditorGUILayout.PropertyField(serialized.sphereRadius, radiusContent); HDProbeUI.Drawer_ToolBarButton(HDProbeUI.ToolBar.InfluenceShape, owner, GUILayout.Width(28f), GUILayout.MinHeight(22f)); diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Handles.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Handles.cs index 2c8d06372fc..644e16383a4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Handles.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Reflection/Volume/InfluenceVolumeUI.Handles.cs @@ -23,6 +23,12 @@ public static void DrawHandles_EditBase(SerializedInfluenceVolume serialized, Ed s_SphereBaseHandle.DrawHandle(); if (EditorGUI.EndChangeCheck()) { + Vector3 localSize = serialized.boxSize.vector3Value; + for (int i = 0; i < 3; ++i) + { + localSize[i] = Mathf.Max(Mathf.Epsilon, localSize[i]); + } + serialized.boxSize.vector3Value = localSize; float radius = s_SphereBaseHandle.radius; serialized.sphereRadius.floatValue = radius; serialized.sphereBlendDistance.floatValue = Mathf.Clamp(serialized.sphereBlendDistance.floatValue, 0, radius); @@ -96,7 +102,7 @@ public static void DrawHandles_EditInfluenceNormal(SerializedInfluenceVolume ser break; } } - + static void DrawBoxHandle(SerializedInfluenceVolume serialized, Editor owner, Transform transform, HierarchicalBox box) { using (new Handles.DrawingScope(Matrix4x4.TRS(Vector3.zero, transform.rotation, Vector3.one))) diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs index 7329c868e16..022584863f1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/SerializedHDLight.cs @@ -1,6 +1,7 @@ using UnityEngine.Rendering.HighDefinition; using UnityEngine; using System.Linq; +using System.Collections.Generic; namespace UnityEditor.Rendering.HighDefinition { @@ -27,6 +28,12 @@ internal class SerializedHDLight public SerializedProperty volumetricDimmer; public SerializedProperty lightUnit; public SerializedProperty displayAreaLightEmissiveMesh; + public SerializedProperty areaLightEmissiveMeshCastShadow; + public SerializedProperty deportedAreaLightEmissiveMeshCastShadow; + public SerializedProperty areaLightEmissiveMeshMotionVector; + public SerializedProperty deportedAreaLightEmissiveMeshMotionVector; + public SerializedProperty areaLightEmissiveMeshLayer; + public SerializedProperty deportedAreaLightEmissiveMeshLayer; public SerializedProperty renderingLayerMask; public SerializedProperty shadowNearPlane; public SerializedProperty blockerSampleCount; @@ -84,7 +91,7 @@ internal class SerializedHDLight public SerializedProperty penumbraTint; public SerializedProperty shadowUpdateMode; public SerializedScalableSettingValue shadowResolution; - + // Bias control public SerializedProperty slopeBias; public SerializedProperty normalBias; @@ -92,10 +99,15 @@ internal class SerializedHDLight private SerializedProperty pointLightHDType; private SerializedProperty areaLightShapeProperty; + private GameObject[] emissiveMeshes; + public bool needUpdateAreaLightEmissiveMeshComponents = false; public SerializedObject serializedObject; + public SerializedProperty lightLayer; + private SerializedObject lightGameObject; + //contain serialized property that are mainly used to draw inspector public LightEditor.Settings settings; @@ -195,6 +207,115 @@ void System.IDisposable.Dispose() } } + struct AreaLightEmissiveMeshEditionScope : System.IDisposable + { + SerializedHDLight m_Serialized; + public AreaLightEmissiveMeshEditionScope(SerializedHDLight serialized) + { + m_Serialized = serialized; + foreach (GameObject emissiveMesh in m_Serialized.emissiveMeshes) + { + emissiveMesh.hideFlags &= ~HideFlags.NotEditable; + } + m_Serialized.areaLightEmissiveMeshCastShadow.serializedObject.Update(); + } + + void System.IDisposable.Dispose() + { + m_Serialized.areaLightEmissiveMeshCastShadow.serializedObject.ApplyModifiedProperties(); + foreach (GameObject emissiveMesh in m_Serialized.emissiveMeshes) + { + emissiveMesh.hideFlags |= HideFlags.NotEditable; + } + m_Serialized.areaLightEmissiveMeshCastShadow.serializedObject.Update(); + } + } + + struct AreaLightEmissiveMeshObjectEditionScope : System.IDisposable + { + SerializedHDLight m_Serialized; + public AreaLightEmissiveMeshObjectEditionScope(SerializedHDLight serialized) + { + m_Serialized = serialized; + foreach (GameObject emissiveMesh in m_Serialized.emissiveMeshes) + { + emissiveMesh.hideFlags &= ~HideFlags.NotEditable; + } + m_Serialized.areaLightEmissiveMeshLayer.serializedObject.Update(); + } + + void System.IDisposable.Dispose() + { + m_Serialized.areaLightEmissiveMeshLayer.serializedObject.ApplyModifiedProperties(); + foreach (GameObject emissiveMesh in m_Serialized.emissiveMeshes) + { + emissiveMesh.hideFlags |= HideFlags.NotEditable; + } + m_Serialized.areaLightEmissiveMeshLayer.serializedObject.Update(); + } + } + + public struct AreaLightEmissiveMeshDrawScope : System.IDisposable + { + SerializedProperty[] m_Properties; + bool m_OldEnableState; + public AreaLightEmissiveMeshDrawScope(Rect rect, GUIContent label, bool enabler, params SerializedProperty[] properties) + { + m_Properties = properties; + foreach (var property in m_Properties) + if (property != null) + EditorGUI.BeginProperty(rect, label, property); + m_OldEnableState = GUI.enabled; + GUI.enabled = enabler; + } + + void System.IDisposable.Dispose() + { + GUI.enabled = m_OldEnableState; + foreach (var property in m_Properties) + if (property != null) + EditorGUI.EndProperty(); + } + } + + public void UpdateAreaLightEmissiveMeshCastShadow(UnityEngine.Rendering.ShadowCastingMode shadowCastingMode) + { + using (new AreaLightEmissiveMeshEditionScope(this)) + { + areaLightEmissiveMeshCastShadow.intValue = (int)shadowCastingMode; + if (deportedAreaLightEmissiveMeshCastShadow != null) //only possible while editing from prefab + deportedAreaLightEmissiveMeshCastShadow.intValue = (int)shadowCastingMode; + + } + } + + public enum MotionVector + { + CameraMotionOnly = MotionVectorGenerationMode.Camera, + PerObjectMotion = MotionVectorGenerationMode.Object, + ForceNoMotion = MotionVectorGenerationMode.ForceNoMotion + } + + public void UpdateAreaLightEmissiveMeshMotionVectorGeneration(MotionVector motionVectorGenerationMode) + { + using (new AreaLightEmissiveMeshEditionScope(this)) + { + areaLightEmissiveMeshMotionVector.intValue = (int)motionVectorGenerationMode; + if (deportedAreaLightEmissiveMeshMotionVector != null) //only possible while editing from prefab + deportedAreaLightEmissiveMeshMotionVector.intValue = (int)motionVectorGenerationMode; + } + } + + public void UpdateAreaLightEmissiveMeshLayer(int layer) + { + using (new AreaLightEmissiveMeshObjectEditionScope(this)) + { + areaLightEmissiveMeshLayer.intValue = layer; + if (deportedAreaLightEmissiveMeshLayer != null) //only possible while editing from prefab + deportedAreaLightEmissiveMeshLayer.intValue = layer; + } + } + public SerializedHDLight(HDAdditionalLightData[] lightDatas, LightEditor.Settings settings) { serializedObject = new SerializedObject(lightDatas); @@ -287,9 +408,50 @@ public SerializedHDLight(HDAdditionalLightData[] lightDatas, LightEditor.Setting // private references for prefab handling pointLightHDType = o.Find("m_PointlightHDType"); areaLightShapeProperty = o.Find("m_AreaLightShape"); + + // emission mesh + areaLightEmissiveMeshCastShadow = o.Find("m_AreaLightEmissiveMeshShadowCastingMode"); + areaLightEmissiveMeshMotionVector = o.Find("m_AreaLightEmissiveMeshMotionVectorGenerationMode"); + areaLightEmissiveMeshLayer = o.Find("m_AreaLightEmissiveMeshLayer"); + } + + RefreshEmissiveMeshReference(); + + lightGameObject = new SerializedObject(serializedObject.targetObjects.Select(ld => ((HDAdditionalLightData)ld).gameObject).ToArray()); + lightLayer = lightGameObject.FindProperty("m_Layer"); + } + + void RefreshEmissiveMeshReference() + { + IEnumerable meshRenderers = serializedObject.targetObjects.Select(ld => ((HDAdditionalLightData)ld).emissiveMeshRenderer).Where(mr => mr != null); + emissiveMeshes = meshRenderers.Select(mr => mr.gameObject).ToArray(); + if (meshRenderers.Count() > 0) + { + SerializedObject meshRendererSerializedObject = new SerializedObject(meshRenderers.ToArray()); + deportedAreaLightEmissiveMeshCastShadow = meshRendererSerializedObject.FindProperty("m_CastShadows"); + deportedAreaLightEmissiveMeshMotionVector = meshRendererSerializedObject.FindProperty("m_MotionVectors"); + SerializedObject gameObjectSerializedObject = new SerializedObject(emissiveMeshes); + deportedAreaLightEmissiveMeshLayer = gameObjectSerializedObject.FindProperty("m_Layer"); } + else + deportedAreaLightEmissiveMeshCastShadow = deportedAreaLightEmissiveMeshMotionVector = deportedAreaLightEmissiveMeshLayer = null; + } + + public void FetchAreaLightEmissiveMeshComponents() + { + // Only apply display emissive mesh changes or type change as only ones that can happens + // Plus perhaps if we update deportedAreaLightEmissiveMeshMotionVector.serializedObject, + // it can no longuer have target here as refreshed only below + ApplyInternal(withDeportedEmissiveMeshData: false); + + foreach (HDAdditionalLightData target in serializedObject.targetObjects) + target.UpdateAreaLightEmissiveMesh(); + + RefreshEmissiveMeshReference(); + Update(); } + public void Update() { // Case 1182968 @@ -300,12 +462,27 @@ public void Update() serializedObject.Update(); settings.Update(); + + lightGameObject.Update(); + if (deportedAreaLightEmissiveMeshMotionVector.IsTargetAlive()) + deportedAreaLightEmissiveMeshMotionVector?.serializedObject.Update(); + if (deportedAreaLightEmissiveMeshLayer.IsTargetAlive()) + deportedAreaLightEmissiveMeshLayer?.serializedObject.Update(); } - public void Apply() + void ApplyInternal(bool withDeportedEmissiveMeshData) { serializedObject.ApplyModifiedProperties(); settings.ApplyModifiedProperties(); + if (withDeportedEmissiveMeshData) + { + if (deportedAreaLightEmissiveMeshMotionVector.IsTargetAlive()) + deportedAreaLightEmissiveMeshMotionVector?.serializedObject.ApplyModifiedProperties(); + if (deportedAreaLightEmissiveMeshLayer.IsTargetAlive()) + deportedAreaLightEmissiveMeshLayer?.serializedObject.ApplyModifiedProperties(); + } } + + public void Apply() => ApplyInternal(withDeportedEmissiveMeshData: true); } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs index 3e49aee4062..a97685d796e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/ContactShadowsEditor.cs @@ -11,11 +11,12 @@ class ContactShadowsEditor : VolumeComponentWithQualityEditor SerializedDataParameter m_Length; SerializedDataParameter m_DistanceScaleFactor; SerializedDataParameter m_MaxDistance; + SerializedDataParameter m_MinDistance; SerializedDataParameter m_FadeDistance; + SerializedDataParameter m_FadeInDistance; SerializedDataParameter m_SampleCount; SerializedDataParameter m_Opacity; - public override void OnEnable() { base.OnEnable(); @@ -26,7 +27,9 @@ public override void OnEnable() m_Length = Unpack(o.Find(x => x.length)); m_DistanceScaleFactor = Unpack(o.Find(x => x.distanceScaleFactor)); m_MaxDistance = Unpack(o.Find(x => x.maxDistance)); + m_MinDistance = Unpack(o.Find(x => x.minDistance)); m_FadeDistance = Unpack(o.Find(x => x.fadeDistance)); + m_FadeInDistance = Unpack(o.Find(x => x.fadeInDistance)); m_SampleCount = Unpack(o.Find(x => x.sampleCount)); m_Opacity = Unpack(o.Find(x => x.opacity)); } @@ -37,18 +40,19 @@ public override void OnInspectorGUI() if (!m_Enable.value.hasMultipleDifferentValues) { - using (new EditorGUI.DisabledGroupScope(!m_Enable.value.boolValue)) - { - PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters.")); - PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera.")); - PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets The distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters.")); - PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters.")); - PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow.")); - base.OnInspectorGUI(); - GUI.enabled = useCustomValue; - PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting.")); - GUI.enabled = true; - } + PropertyField(m_Length, EditorGUIUtility.TrTextContent("Length", "Controls the length of the rays HDRP uses to calculate Contact Shadows. Uses meters.")); + PropertyField(m_DistanceScaleFactor, EditorGUIUtility.TrTextContent("Distance Scale Factor", "Dampens the scale up effect HDRP process with distance from the Camera.")); + m_MinDistance.value.floatValue = Mathf.Clamp(m_MinDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue); + PropertyField(m_MinDistance, EditorGUIUtility.TrTextContent("Min Distance", "Sets the distance from the camera at which HDRP begins to fade in Contact Shadows. Uses meters.")); + PropertyField(m_MaxDistance, EditorGUIUtility.TrTextContent("Max Distance", "Sets the distance from the Camera at which HDRP begins to fade out Contact Shadows. Uses meters.")); + m_FadeInDistance.value.floatValue = Mathf.Clamp(m_FadeInDistance.value.floatValue, 0.0f, m_MaxDistance.value.floatValue); + PropertyField(m_FadeInDistance, EditorGUIUtility.TrTextContent("Fade In Distance", "Sets the distance over which HDRP fades Contact Shadows in when past the Min Distance. Uses meters.")); + PropertyField(m_FadeDistance, EditorGUIUtility.TrTextContent("Fade Out Distance", "Sets the distance over which HDRP fades Contact Shadows out when at the Max Distance. Uses meters.")); + PropertyField(m_Opacity, EditorGUIUtility.TrTextContent("Opacity", "Controls the opacity of the Contact Shadow.")); + base.OnInspectorGUI(); + GUI.enabled = useCustomValue; + PropertyField(m_SampleCount, EditorGUIUtility.TrTextContent("Sample Count", "Controls the number of samples HDRP uses for ray casting.")); + GUI.enabled = true; } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs index 3b2b41a2f57..b93e5b0aa5b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Lighting/Shadow/HDShadowSettingsEditor.cs @@ -80,9 +80,15 @@ public override void OnInspectorGUI() { EditorGUI.indentLevel++; int cascadeCount = m_CascadeShadowSplitCount.value.intValue; + Debug.Assert(cascadeCount <= 4); // If we add support for more than 4 cascades, then we should add new entries in the next line + string[] cascadeOrder = { "first", "second", "third" }; + for (int i = 0; i < cascadeCount - 1; i++) { - PropertyField(m_CascadeShadowSplits[i], EditorGUIUtility.TrTextContent(string.Format("Split {0}", i + 1))); + string tooltipOverride = (unit == Unit.Metric) ? + $"Distance from the Camera (in meters) to the {cascadeOrder[i]} cascade split." : + $"Distance from the Camera (as a percentage of Max Distance) to the {cascadeOrder[i]} cascade split."; + PropertyField(m_CascadeShadowSplits[i], EditorGUIUtility.TrTextContent(string.Format("Split {0}", i + 1), tooltipOverride)); } if (HDRenderPipeline.s_UseCascadeBorders) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs index b18aceccd86..2f6a862523d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/AxF/AxFGUI.cs @@ -15,6 +15,18 @@ internal enum AxfBrdfType BTF, } + internal enum AxFMappingMode + { + UV0, + UV1, + UV2, + UV3, + PlanarXY, + PlanarYZ, + PlanarZX, + Triplanar, + } + /// /// GUI for HDRP AxF materials /// @@ -26,7 +38,7 @@ class AxFGUI : ShaderGUI { new SurfaceOptionUIBlock(MaterialUIBlock.Expandable.Base, features: SurfaceOptionUIBlock.Features.Unlit | SurfaceOptionUIBlock.Features.ReceiveSSR), new AxfSurfaceInputsUIBlock(MaterialUIBlock.Expandable.Input), - new AdvancedOptionsUIBlock(MaterialUIBlock.Expandable.Advance, AdvancedOptionsUIBlock.Features.Instancing | AdvancedOptionsUIBlock.Features.AddPrecomputedVelocity), + new AdvancedOptionsUIBlock(MaterialUIBlock.Expandable.Advance, AdvancedOptionsUIBlock.Features.Instancing | AdvancedOptionsUIBlock.Features.SpecularOcclusion | AdvancedOptionsUIBlock.Features.AddPrecomputedVelocity), }; public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) @@ -46,25 +58,84 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro ///////////////////////////////////////////////////////////////////////////////////////////////// // AxF material keywords - static string m_AxF_BRDFTypeText = "_AxF_BRDFType"; + const string kAxF_BRDFType = "_AxF_BRDFType"; + const string kEnableGeometricSpecularAA = "_EnableGeometricSpecularAA"; + const string kSpecularOcclusionMode = "_SpecularOcclusionMode"; // match AdvancedOptionsUIBlock.kSpecularOcclusionMode : TODO move both to HDStringConstants. + const string kMappingMode = "_MappingMode"; + const string kMappingMask = "_MappingMask"; + const string kPlanarSpace = "_PlanarSpace"; + + static public Vector4 AxFMappingModeToMask(AxFMappingMode mappingMode) + { + Vector4 mask = Vector4.zero; + if (mappingMode <= AxFMappingMode.UV3) + { + float X,Y,Z,W; + X = (mappingMode == AxFMappingMode.UV0) ? 1.0f : 0.0f; + Y = (mappingMode == AxFMappingMode.UV1) ? 1.0f : 0.0f; + Z = (mappingMode == AxFMappingMode.UV2) ? 1.0f : 0.0f; + W = (mappingMode == AxFMappingMode.UV3) ? 1.0f : 0.0f; + mask = new Vector4(X, Y, Z, W); + } + else if (mappingMode < AxFMappingMode.Triplanar) + { + float X,Y,Z,W; + X = (mappingMode == AxFMappingMode.PlanarYZ) ? 1.0f : 0.0f; + Y = (mappingMode == AxFMappingMode.PlanarZX) ? 1.0f : 0.0f; + Z = (mappingMode == AxFMappingMode.PlanarXY) ? 1.0f : 0.0f; + W = 0.0f; + mask = new Vector4(X, Y, Z, W); + } + return mask; + } + // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change static public void SetupMaterialKeywordsAndPass(Material material) { material.SetupBaseUnlitKeywords(); material.SetupBaseUnlitPass(); - AxfBrdfType BRDFType = (AxfBrdfType)material.GetFloat(m_AxF_BRDFTypeText); + AxfBrdfType BRDFType = (AxfBrdfType)material.GetFloat(kAxF_BRDFType); CoreUtils.SetKeyword(material, "_AXF_BRDF_TYPE_SVBRDF", BRDFType == AxfBrdfType.SVBRDF); CoreUtils.SetKeyword(material, "_AXF_BRDF_TYPE_CAR_PAINT", BRDFType == AxfBrdfType.CAR_PAINT); CoreUtils.SetKeyword(material, "_AXF_BRDF_TYPE_BTF", BRDFType == AxfBrdfType.BTF); + + // Mapping Modes: + AxFMappingMode mappingMode = (AxFMappingMode)material.GetFloat(kMappingMode); + + // Make sure the mask is synched: + material.SetVector(kMappingMask, AxFMappingModeToMask(mappingMode)); + + bool mappingIsPlanar = (mappingMode >= AxFMappingMode.PlanarXY) && (mappingMode < AxFMappingMode.Triplanar); + bool planarIsLocal = (material.GetFloat(kPlanarSpace) > 0.0f); + + CoreUtils.SetKeyword(material, "_MAPPING_PLANAR", mappingIsPlanar); + CoreUtils.SetKeyword(material, "_MAPPING_TRIPLANAR", mappingMode == AxFMappingMode.Triplanar); + + if (mappingIsPlanar || mappingMode == AxFMappingMode.Triplanar) + { + CoreUtils.SetKeyword(material, "_PLANAR_LOCAL", planarIsLocal); + } + + // Note: for ShaderPass defines for vertmesh/varyingmesh setup, we still use the same + // defines _REQUIRE_UV2 and _REQUIRE_UV3, and thus if eg _REQUIRE_UV3 is defined, _REQUIRE_UV2 will + // be assumed to be needed. But here in the AxFData sampling code, we use these to indicate precisely + // the single set used (if not using planar/triplanar) only and thus add _REQUIRE_UV1. + // Extra UVs might be transfered but we only need and support a single set at a time for the whole material. + CoreUtils.SetKeyword(material, "_REQUIRE_UV1", mappingMode == AxFMappingMode.UV1); + CoreUtils.SetKeyword(material, "_REQUIRE_UV2", mappingMode == AxFMappingMode.UV2); + CoreUtils.SetKeyword(material, "_REQUIRE_UV3", mappingMode == AxFMappingMode.UV3); + // Keywords for opt-out of decals and SSR: bool decalsEnabled = material.HasProperty(kEnableDecals) && material.GetFloat(kEnableDecals) > 0.0f; CoreUtils.SetKeyword(material, "_DISABLE_DECALS", decalsEnabled == false); bool ssrEnabled = material.HasProperty(kEnableSSR) && material.GetFloat(kEnableSSR) > 0.0f; CoreUtils.SetKeyword(material, "_DISABLE_SSR", ssrEnabled == false); + CoreUtils.SetKeyword(material, "_ENABLE_GEOMETRIC_SPECULAR_AA", material.HasProperty(kEnableGeometricSpecularAA) && material.GetFloat(kEnableGeometricSpecularAA) > 0.0f); + CoreUtils.SetKeyword(material, "_SPECULAR_OCCLUSION_NONE", material.HasProperty(kSpecularOcclusionMode) && material.GetFloat(kSpecularOcclusionMode) == 0.0f); BaseLitGUI.SetupStencil(material, receivesSSR: ssrEnabled, useSplitLighting: false); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs index 876c6320074..8bad7221051 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/DecalProjectorEditor.cs @@ -109,7 +109,7 @@ private void OnEnable() UpdateMaterialEditor(); foreach (var decalProjector in targets) { - (decalProjector as DecalProjector).OnMaterialChange += UpdateMaterialEditor; + (decalProjector as DecalProjector).OnMaterialChange += RequireUpdateMaterialEditor; } // Fetch serialized properties @@ -125,9 +125,10 @@ private void OnEnable() private void OnDisable() { - foreach (var decalProjector in targets) + foreach (DecalProjector decalProjector in targets) { - (decalProjector as DecalProjector).OnMaterialChange -= UpdateMaterialEditor; + if (decalProjector != null) + decalProjector.OnMaterialChange -= RequireUpdateMaterialEditor; } s_Owner = null; } @@ -135,6 +136,22 @@ private void OnDisable() private void OnDestroy() => DestroyImmediate(m_MaterialEditor); + public bool HasFrameBounds() + { + return true; + } + + public Bounds OnGetFrameBounds() + { + DecalProjector decalProjector = target as DecalProjector; + + return new Bounds(decalProjector.transform.position, handle.size); + } + + private bool m_RequireUpdateMaterialEditor = false; + + private void RequireUpdateMaterialEditor() => m_RequireUpdateMaterialEditor = true; + public void UpdateMaterialEditor() { int validMaterialsCount = 0; @@ -242,7 +259,7 @@ void DrawHandles() { // Smoothly update the decal image projected Matrix4x4 sizeOffset = Matrix4x4.Translate(decalProjector.decalOffset) * Matrix4x4.Scale(decalProjector.decalSize); - DecalSystem.instance.UpdateCachedData(decalProjector.position, decalProjector.rotation, sizeOffset, decalProjector.drawDistance, decalProjector.fadeScale, decalProjector.uvScaleBias, decalProjector.affectsTransparency, decalProjector.Handle, decalProjector.gameObject.layer, decalProjector.fadeFactor); + DecalSystem.instance.UpdateCachedData(decalProjector.position, decalProjector.rotation, sizeOffset, decalProjector.drawDistance, decalProjector.fadeScale, decalProjector.uvScaleBias, decalProjector.affectsTransparency, decalProjector.Handle, decalProjector.gameObject.layer, decalProjector.gameObject.sceneCullingMask, decalProjector.fadeFactor); } } } @@ -305,41 +322,49 @@ Bounds GetBoundsGetter() public override void OnInspectorGUI() { - EditorGUI.BeginChangeCheck(); + serializedObject.Update(); - EditorGUILayout.BeginHorizontal(); - GUILayout.FlexibleSpace(); - DoInspectorToolbar(k_EditVolumeModes, editVolumeLabels, GetBoundsGetter, this); + if (m_RequireUpdateMaterialEditor) + { + UpdateMaterialEditor(); + m_RequireUpdateMaterialEditor = false; + } - //[TODO: add editable pivot. Uncomment this when ready] - //DoInspectorToolbar(k_EditPivotModes, editPivotLabels, GetBoundsGetter, this); - GUILayout.FlexibleSpace(); - EditorGUILayout.EndHorizontal(); + EditorGUI.BeginChangeCheck(); + { + EditorGUILayout.BeginHorizontal(); + GUILayout.FlexibleSpace(); + DoInspectorToolbar(k_EditVolumeModes, editVolumeLabels, GetBoundsGetter, this); + + //[TODO: add editable pivot. Uncomment this when ready] + //DoInspectorToolbar(k_EditPivotModes, editPivotLabels, GetBoundsGetter, this); + GUILayout.FlexibleSpace(); + EditorGUILayout.EndHorizontal(); - EditorGUILayout.Space(); + EditorGUILayout.Space(); - EditorGUILayout.PropertyField(m_Size, k_SizeContent); - EditorGUILayout.PropertyField(m_MaterialProperty, k_MaterialContent); + EditorGUILayout.PropertyField(m_Size, k_SizeContent); + EditorGUILayout.PropertyField(m_MaterialProperty, k_MaterialContent); - EditorGUI.BeginChangeCheck(); - EditorGUILayout.PropertyField(m_DrawDistanceProperty, k_DistanceContent); - if (EditorGUI.EndChangeCheck() && m_DrawDistanceProperty.floatValue < 0f) - m_DrawDistanceProperty.floatValue = 0f; + EditorGUI.BeginChangeCheck(); + EditorGUILayout.PropertyField(m_DrawDistanceProperty, k_DistanceContent); + if (EditorGUI.EndChangeCheck() && m_DrawDistanceProperty.floatValue < 0f) + m_DrawDistanceProperty.floatValue = 0f; - EditorGUILayout.PropertyField(m_FadeScaleProperty, k_FadeScaleContent); - EditorGUILayout.PropertyField(m_UVScaleProperty, k_UVScaleContent); - EditorGUILayout.PropertyField(m_UVBiasProperty, k_UVBiasContent); - EditorGUILayout.PropertyField(m_FadeFactor, k_FadeFactorContent); + EditorGUILayout.PropertyField(m_FadeScaleProperty, k_FadeScaleContent); + EditorGUILayout.PropertyField(m_UVScaleProperty, k_UVScaleContent); + EditorGUILayout.PropertyField(m_UVBiasProperty, k_UVBiasContent); + EditorGUILayout.PropertyField(m_FadeFactor, k_FadeFactorContent); - // only display the affects transparent property if material is HDRP/decal - if (showAffectTransparencyHaveMultipleDifferentValue) - { - using (new EditorGUI.DisabledScope(true)) - EditorGUILayout.LabelField(EditorGUIUtility.TrTextContent("Multiple material type in selection")); + // only display the affects transparent property if material is HDRP/decal + if (showAffectTransparencyHaveMultipleDifferentValue) + { + using (new EditorGUI.DisabledScope(true)) + EditorGUILayout.LabelField(EditorGUIUtility.TrTextContent("Multiple material type in selection")); + } + else if (showAffectTransparency) + EditorGUILayout.PropertyField(m_AffectsTransparencyProperty, k_AffectTransparentContent); } - else if (showAffectTransparency) - EditorGUILayout.PropertyField(m_AffectsTransparencyProperty, k_AffectTransparentContent); - if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties(); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalMasterNode.cs index 7515cc6ddbc..1a5d1da1f66 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalMasterNode.cs @@ -17,7 +17,7 @@ namespace UnityEditor.Rendering.HighDefinition [Serializable] [Title("Master", "Decal (HDRP)")] [FormerName("UnityEditor.Experimental.Rendering.HDPipeline.DecalMasterNode")] - class DecalMasterNode : MasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class DecalMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionSlotName = "Vertex Position"; public const string PositionSlotDisplayName = "Vertex Position"; @@ -55,7 +55,7 @@ class DecalMasterNode : MasterNode, IMayRequirePosition, IMayRe public const string EmissionSlotName = "Emission"; public const string EmissionDisplaySlotName = "Emission"; public const int EmissionSlotId = 9; - + public const string VertexNormalSlotName = "Vertex Normal"; public const int VertexNormalSlotID = 10; @@ -134,7 +134,7 @@ public sealed override void UpdateNodeAfterDeserialization() AddSlot(new TangentMaterialSlot(VertexTangentSlotID, VertexTangentSlotName, VertexTangentSlotName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); validSlots.Add(VertexTangentSlotID); } - + // Albedo if (MaterialTypeUsesSlotMask(SlotMask.Albedo)) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template index b50790b66d5..83f59b5fb8a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalPass.template @@ -21,7 +21,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols #pragma multi_compile_instancing diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSettingsView.cs index 1535155c744..e3c1bc40a0f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSettingsView.cs @@ -5,7 +5,7 @@ namespace UnityEditor.Rendering.HighDefinition.Drawing { - class DecalSettingsView : VisualElement + class DecalSettingsView : MasterNodeSettingsView { DecalMasterNode m_Node; @@ -19,7 +19,7 @@ Label CreateLabel(string text, int indentLevel) return new Label(label + text); } - public DecalSettingsView(DecalMasterNode node) + public DecalSettingsView(DecalMasterNode node) : base(node) { m_Node = node; PropertySheet ps = new PropertySheet(); @@ -81,6 +81,7 @@ public DecalSettingsView(DecalMasterNode node) }); Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeAffectsAlbedo(ChangeEvent evt) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubShader.cs index 69202ba395f..92d50e1a43c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubShader.cs @@ -547,7 +547,12 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class EyeMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionSlotName = "Vertex Position"; public const string PositionSlotDisplayName = "Vertex Position"; @@ -519,7 +519,7 @@ public sealed override void UpdateNodeAfterDeserialization() { AddSlot(new PositionMaterialSlot(PositionSlotId, PositionSlotDisplayName, PositionSlotName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); validSlots.Add(PositionSlotId); - } + } //Normal in Vertex if (MaterialTypeUsesSlotMask(SlotMask.VertexNormal)) @@ -783,6 +783,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template index 1cbce6befee..c52e62795e3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyePass.template @@ -21,11 +21,10 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer + $splice(InstancingOptions) $LodCrossFade: #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -251,15 +250,6 @@ $include("SharedCode.template.hlsl") bentNormalWS = surfaceData.irisNormalWS; // Use diffuse normal (iris) to fetch GI, unless users provide explicit bent normal (not affected by decals) $BentNormal: GetNormalWS(fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants); -#if defined(_SPECULAR_OCCLUSION_CUSTOM) - // Just use the value passed through via the slot (not active otherwise) -#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) - // If we have bent normal and ambient occlusion, process a specular occlusion - surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); -#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) - surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); -#endif - #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { @@ -270,6 +260,15 @@ $include("SharedCode.template.hlsl") // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif + +#if defined(_SPECULAR_OCCLUSION_CUSTOM) + // Just use the value passed through via the slot (not active otherwise) +#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) + // If we have bent normal and ambient occlusion, process a specular occlusion + surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); +#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) + surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); +#endif } void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSettingsView.cs index 5a4b1299c18..258c0ce814f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSettingsView.cs @@ -11,7 +11,7 @@ namespace UnityEditor.Rendering.HighDefinition.Drawing { - class EyeSettingsView : VisualElement + class EyeSettingsView : MasterNodeSettingsView { EyeMasterNode m_Node; @@ -27,7 +27,7 @@ Label CreateLabel(string text, int indentLevel) return new Label(label + text); } - public EyeSettingsView(EyeMasterNode node) + public EyeSettingsView(EyeMasterNode node) : base(node) { m_Node = node; PropertySheet ps = new PropertySheet(); @@ -242,6 +242,7 @@ public EyeSettingsView(EyeMasterNode node) }); Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeSurfaceType(ChangeEvent evt) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubShader.cs index d58eadae050..6914cf0a03f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Eye/ShaderGraph/EyeSubShader.cs @@ -503,7 +503,10 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class FabricMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionSlotName = "Vertex Position"; public const string PositionSlotDisplayName = "Vertex Position"; @@ -525,14 +525,14 @@ public sealed override void UpdateNodeAfterDeserialization() validSlots.Add(PositionSlotId); } - // Normal in Vertex + // Normal in Vertex if (MaterialTypeUsesSlotMask(SlotMask.VertexNormal)) { AddSlot(new NormalMaterialSlot(VertexNormalSlotId, VertexNormalSlotName, VertexNormalSlotName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); validSlots.Add(VertexNormalSlotId); } - // tangent in Vertex + // tangent in Vertex if (MaterialTypeUsesSlotMask(SlotMask.VertexTangent)) { AddSlot(new TangentMaterialSlot(VertexTangentSlotId, VertexTangentSlotName, VertexTangentSlotName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); @@ -794,6 +794,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricPass.template index 871e691561d..9983b17ebea 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricPass.template @@ -21,11 +21,9 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer + $splice(InstancingOptions) $LodCrossFade: #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -310,15 +308,6 @@ Pass surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); -#if defined(_SPECULAR_OCCLUSION_CUSTOM) - // Just use the value passed through via the slot (not active otherwise) -#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) - // If we have bent normal and ambient occlusion, process a specular occlusion - surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); -#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) - surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); -#endif - #if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { @@ -329,6 +318,15 @@ Pass // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif + +#if defined(_SPECULAR_OCCLUSION_CUSTOM) + // Just use the value passed through via the slot (not active otherwise) +#elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) + // If we have bent normal and ambient occlusion, process a specular occlusion + surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, PerceptualSmoothnessToPerceptualRoughness(surfaceData.perceptualSmoothness)); +#elif defined(_AMBIENT_OCCLUSION) && defined(_SPECULAR_OCCLUSION_FROM_AO) + surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); +#endif } void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs index c6c372ae643..aeaf771ba83 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSettingsView.cs @@ -11,7 +11,7 @@ namespace UnityEditor.Rendering.HighDefinition.Drawing { - class FabricSettingsView : VisualElement + class FabricSettingsView : MasterNodeSettingsView { FabricMasterNode m_Node; @@ -27,7 +27,7 @@ Label CreateLabel(string text, int indentLevel) return new Label(label + text); } - public FabricSettingsView(FabricMasterNode node) + public FabricSettingsView(FabricMasterNode node) : base(node) { m_Node = node; PropertySheet ps = new PropertySheet(); @@ -237,6 +237,7 @@ public FabricSettingsView(FabricMasterNode node) }); Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeSurfaceType(ChangeEvent evt) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs index 1b8e9959f12..416761adb63 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Fabric/ShaderGraph/FabricSubShader.cs @@ -18,6 +18,10 @@ class FabricSubShader : IFabricSubShader ShaderPassName = "SHADERPASS_LIGHT_TRANSPORT", CullOverride = "Cull Off", ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, + ExtraDefines = new List() + { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + }, Includes = new List() { "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl\"", @@ -68,6 +72,10 @@ class FabricSubShader : IFabricSubShader ZClipOverride = HDSubShaderUtilities.zClipShadowCaster, CullOverride = HDSubShaderUtilities.defaultCullMode, ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, + ExtraDefines = new List() + { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + }, Includes = new List() { "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl\"", @@ -98,6 +106,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#define SCENESELECTIONPASS", "#pragma editor_sync_compilation", }, @@ -330,6 +339,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -378,6 +388,10 @@ class FabricSubShader : IFabricSubShader MaterialName = "Fabric", ShaderPassName = "SHADERPASS_RAYTRACING_VISIBILITY", ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, + ExtraDefines = new List() + { + "#pragma only_renderers d3d11", + }, Includes = new List() { "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingVisibility.hlsl\"", @@ -422,6 +436,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -471,6 +486,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -520,6 +536,7 @@ class FabricSubShader : IFabricSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -702,7 +719,7 @@ private static ActiveFields GetActiveFieldsFromMasterNode(AbstractMaterialNode i return activeFields; } - private static bool GenerateShaderPassLit(FabricMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List sourceAssetDependencyPaths) + private static bool GenerateShaderPassFabric(FabricMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List sourceAssetDependencyPaths, bool instancingFlag = true) { if (mode == GenerationMode.ForReals || pass.UseInPreview) { @@ -719,7 +736,7 @@ private static bool GenerateShaderPassLit(FabricMasterNode masterNode, Pass pass { vertexActive = true; } - return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive); + return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive, instancingFlag: instancingFlag); } else { @@ -753,16 +770,16 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class HairMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionSlotName = "Vertex Position"; public const string PositionSlotDisplayName = "Vertex Position"; @@ -899,6 +899,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template index bb4d556229d..9e9157bf35a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairPass.template @@ -21,11 +21,10 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer + $splice(InstancingOptions) $LodCrossFade: #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -287,6 +286,17 @@ $include("SharedCode.template.hlsl") $BentNormal: GetNormalWS(fragInputs, surfaceDescription.BentNormal, bentNormalWS, doubleSidedConstants); +#ifdef DEBUG_DISPLAY + if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) + { + // TODO: need to update mip info + } + + // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData + // as it can modify attribute use for static lighting + ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); +#endif + #if defined(_SPECULAR_OCCLUSION_CUSTOM) // Just use the value passed through via the slot (not active otherwise) #elif defined(_SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL) @@ -299,17 +309,6 @@ $include("SharedCode.template.hlsl") #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif - -#ifdef DEBUG_DISPLAY - if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) - { - // TODO: need to update mip info - } - - // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData - // as it can modify attribute use for static lighting - ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); -#endif } void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs index d93d83bd1fd..99b6220157c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSettingsView.cs @@ -11,7 +11,7 @@ namespace UnityEditor.Rendering.HighDefinition.Drawing { - class HairSettingsView : VisualElement + class HairSettingsView : MasterNodeSettingsView { HairMasterNode m_Node; @@ -27,7 +27,7 @@ Label CreateLabel(string text, int indentLevel) return new Label(label + text); } - public HairSettingsView(HairMasterNode node) + public HairSettingsView(HairMasterNode node) : base(node) { m_Node = node; PropertySheet ps = new PropertySheet(); @@ -266,6 +266,7 @@ public HairSettingsView(HairMasterNode node) }); Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeSurfaceType(ChangeEvent evt) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSubShader.cs index df1a744c2b3..8a386468ca4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Hair/ShaderGraph/HairSubShader.cs @@ -703,7 +703,11 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class HDLitMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string AlbedoSlotName = "Albedo"; public const string AlbedoDisplaySlotName = "BaseColor"; @@ -481,10 +481,13 @@ public NormalDropOffSpace normalDropOffSpace return; m_NormalDropOffSpace = value; + if (!IsSlotConnected(NormalSlotId)) + updateNormalSlot = true; UpdateNodeAfterDeserialization(); Dirty(ModificationScope.Topological); } } + bool updateNormalSlot; [SerializeField] @@ -814,22 +817,24 @@ public sealed override void UpdateNodeAfterDeserialization() } if (MaterialTypeUsesSlotMask(SlotMask.Normal)) { - RemoveSlot(NormalSlotId); - var coordSpace = CoordinateSpace.Tangent; - switch (m_NormalDropOffSpace) + if (updateNormalSlot) { - case NormalDropOffSpace.Tangent: - coordSpace = CoordinateSpace.Tangent; - break; - case NormalDropOffSpace.World: - coordSpace = CoordinateSpace.World; - break; - case NormalDropOffSpace.Object: - coordSpace = CoordinateSpace.Object; - break; + RemoveSlot(NormalSlotId); + switch (m_NormalDropOffSpace) + { + case NormalDropOffSpace.Tangent: + coordSpace = CoordinateSpace.Tangent; + break; + case NormalDropOffSpace.World: + coordSpace = CoordinateSpace.World; + break; + case NormalDropOffSpace.Object: + coordSpace = CoordinateSpace.Object; + break; + } + updateNormalSlot = false; } - AddSlot(new NormalMaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, coordSpace, ShaderStageCapability.Fragment)); validSlots.Add(NormalSlotId); } @@ -1114,6 +1119,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, alphaTestShadow.isOn); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, alphaTestDepthPrepass.isOn, alphaTestDepthPostpass.isOn); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitPass.template index 08941ebbf80..32319cd3db4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitPass.template @@ -21,7 +21,7 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + //#pragma enable_d3d11_debug_symbols $splice(InstancingOptions) @@ -333,6 +333,17 @@ Pass surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); +#if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING) + if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) + { + // TODO: need to update mip info + surfaceData.metallic = 0; + } + + // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData + // as it can modify attribute use for static lighting + ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); +#endif // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term @@ -348,18 +359,6 @@ Pass #ifdef _ENABLE_GEOMETRIC_SPECULAR_AA surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, fragInputs.tangentToWorld[2], surfaceDescription.SpecularAAScreenSpaceVariance, surfaceDescription.SpecularAAThreshold); #endif - -#if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING) - if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) - { - // TODO: need to update mip info - surfaceData.metallic = 0; - } - - // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData - // as it can modify attribute use for static lighting - ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); -#endif } void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData RAY_TRACING_OPTIONAL_PARAMETERS) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs index ee5bfbc03bb..22bae1b5d4c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSettingsView.cs @@ -12,7 +12,7 @@ namespace UnityEditor.Rendering.HighDefinition.Drawing { - class HDLitSettingsView : VisualElement + class HDLitSettingsView : MasterNodeSettingsView { HDLitMasterNode m_Node; @@ -28,7 +28,7 @@ Label CreateLabel(string text, int indentLevel) return new Label(label + text); } - public HDLitSettingsView(HDLitMasterNode node) + public HDLitSettingsView(HDLitMasterNode node) : base(node) { m_Node = node; PropertySheet ps = new PropertySheet(); @@ -404,6 +404,7 @@ public HDLitSettingsView(HDLitMasterNode node) }); Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeSurfaceType(ChangeEvent evt) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs index 479dca96cce..9145f562006 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Lit/ShaderGraph/HDLitSubShader.cs @@ -25,6 +25,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", @@ -113,6 +114,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, RequiredFields = new List() @@ -172,6 +174,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, Includes = new List() @@ -205,6 +208,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#define SCENESELECTIONPASS", "#pragma editor_sync_compilation", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), @@ -353,6 +357,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, Includes = new List() @@ -419,6 +424,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#define CUTOFF_TRANSPARENT_DEPTH_PREPASS", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, @@ -524,6 +530,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, RequiredFields = new List() @@ -604,6 +611,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#define CUTOFF_TRANSPARENT_DEPTH_POSTPASS", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High), }, @@ -636,6 +644,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -693,6 +702,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ TRANSPARENT_COLOR_SHADOW", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.Low) }, @@ -746,6 +756,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -802,6 +813,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -858,6 +870,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", "#pragma multi_compile _ DYNAMICLIGHTMAP_ON", @@ -914,6 +927,7 @@ internal static string DefineRaytracingKeyword(RayTracingNode.RaytracingVariant ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#define SHADOW_LOW", DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High) }, @@ -1201,7 +1215,7 @@ private static ActiveFields GetActiveFieldsFromMasterNode(AbstractMaterialNode i return activeFields; } - private static bool GenerateShaderPassLit(HDLitMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List sourceAssetDependencyPaths) + private static bool GenerateShaderPassLit(HDLitMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List sourceAssetDependencyPaths, bool instancingFlag = true) { if (mode == GenerationMode.ForReals || pass.UseInPreview) { @@ -1218,7 +1232,7 @@ private static bool GenerateShaderPassLit(HDLitMasterNode masterNode, Pass pass, { vertexActive = true; } - return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive); + return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive, instancingFlag: instancingFlag); } else { @@ -1324,18 +1338,21 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List= m_DiffusionProfileReferences.Length) + { + var newList = new DiffusionProfileSettings[index + 1]; + for (int i = 0; i < m_DiffusionProfileReferences.Length; ++i) + newList[i] = m_DiffusionProfileReferences[i]; + + m_DiffusionProfileReferences = newList; + } + + m_DiffusionProfileReferences[index] = profile; + EditorUtility.SetDirty(this); + } + + public void SetMaterialReference(int index, Material mat) + { + if (index >= m_MaterialReferences.Length) + { + var newList = new Material[index + 1]; + for (int i = 0; i < m_MaterialReferences.Length; ++i) + newList[i] = m_MaterialReferences[i]; + + m_MaterialReferences = newList; + } + + m_MaterialReferences[index] = mat; + EditorUtility.SetDirty(this); + } + + public static MaterialExternalReferences GetMaterialExternalReferences(Material material) + { + var subAssets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(material)); + MaterialExternalReferences matExternalRefs = null; + foreach (var subAsset in subAssets) + { + if (subAsset.GetType() == typeof(MaterialExternalReferences)) + { + matExternalRefs = subAsset as MaterialExternalReferences; + break; + } + } + + if (matExternalRefs == null) + { + matExternalRefs = CreateInstance(); + matExternalRefs.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable; + AssetDatabase.AddObjectToAsset(matExternalRefs, material); + EditorUtility.SetDirty(matExternalRefs); + EditorUtility.SetDirty(material); + } + + return matExternalRefs; + } + } +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs.meta b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs.meta new file mode 100644 index 00000000000..30af94f1846 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Editor/Material/MaterialExternalReferences.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa486462e6be1764e89c788ba30e61f7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs index 7fe5e89df34..5ebe1d51237 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/HDPBRLit.cs @@ -8,10 +8,8 @@ class HDPBRLitGUI : ShaderGUI public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] props) { materialEditor.PropertiesDefaultGUI(props); - if (materialEditor.EmissionEnabledProperty()) - { - materialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true, true); - } + + EmissionUIBlock.BakedEmissionEnabledProperty(materialEditor); // Make sure all selected materials are initialized. string materialTag = "MotionVector"; @@ -42,7 +40,7 @@ public override void OnGUI(MaterialEditor materialEditor, MaterialProperty[] pro } if (DiffusionProfileMaterialUI.IsSupported(materialEditor)) - DiffusionProfileMaterialUI.OnGUI(FindProperty("_DiffusionProfileAsset", props), FindProperty("_DiffusionProfileHash", props)); + DiffusionProfileMaterialUI.OnGUI(materialEditor, FindProperty("_DiffusionProfileAsset", props), FindProperty("_DiffusionProfileHash", props), 0); } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template index 47652ccdc9d..45dfc823d19 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRPass.template @@ -21,13 +21,13 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols - #pragma instancing_options renderinglayer - #pragma multi_compile _ LOD_FADE_CROSSFADE $splice(InstancingOptions) + #pragma multi_compile _ LOD_FADE_CROSSFADE + //------------------------------------------------------------------------------------- // Graph Defines //------------------------------------------------------------------------------------- @@ -195,9 +195,6 @@ $include("SharedCode.template.hlsl") surfaceData.tangentWS = Orthonormalize(surfaceData.tangentWS, surfaceData.normalWS); - // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion as PBR master node don't have any option - surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); - #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { @@ -209,6 +206,9 @@ $include("SharedCode.template.hlsl") // as it can modify attribute use for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif + + // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion as PBR master node don't have any option + surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); } void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRSubShader.cs index ba4d1aa467c..837e4be2cb7 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/PBR/ShaderGraph/HDPBRSubShader.cs @@ -457,7 +457,7 @@ public static void GetCullMode(bool doubleSided, ref Pass pass) if (doubleSided) pass.CullOverride = "Cull Off"; } - + public static void GetZWrite(ShaderGraph.SurfaceType surfaceType, ref Pass pass) { if (surfaceType == ShaderGraph.SurfaceType.Opaque) @@ -511,7 +511,7 @@ private static ActiveFields GetActiveFieldsFromMasterNode(AbstractMaterialNode i { baseActiveFields.Add("AlphaTest"); } - + switch(masterNode.normalDropOffSpace) { case NormalDropOffSpace.Tangent: @@ -579,7 +579,7 @@ private static bool GenerateShaderPassLit(AbstractMaterialNode masterNode, Pass void AddTags(ShaderGenerator generator, string pipeline, HDRenderTypeTags renderType, PBRMasterNode masterNode) { - var type = masterNode.surfaceType == ShaderGraph.SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent; + var type = masterNode.surfaceType == ShaderGraph.SurfaceType.Opaque ? HDRenderQueue.RenderQueueType.Opaque : HDRenderQueue.RenderQueueType.Transparent; string queue = HDRenderQueue.GetShaderTagValue(HDRenderQueue.ChangeType(type, 0, true)); ShaderStringBuilder builder = new ShaderStringBuilder(); builder.AppendLine("Tags"); @@ -633,7 +633,10 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class StackLitMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionSlotName = "Vertex Position"; public const string PositionSlotDisplayName = "Vertex Position"; @@ -402,10 +402,13 @@ public NormalDropOffSpace normalDropOffSpace return; m_NormalDropOffSpace = value; + if (!IsSlotConnected(NormalSlotId)) + updateNormalSlot = true; UpdateNodeAfterDeserialization(); Dirty(ModificationScope.Topological); } } + bool updateNormalSlot; // Features: material surface input parametrizations // @@ -1046,19 +1049,23 @@ public sealed override void UpdateNodeAfterDeserialization() AddSlot(new TangentMaterialSlot(VertexTangentSlotId, VertexTangentSlotName, VertexTangentSlotName, CoordinateSpace.Object, ShaderStageCapability.Vertex)); validSlots.Add(VertexTangentSlotId); - RemoveSlot(NormalSlotId); var coordSpace = CoordinateSpace.Tangent; - switch (m_NormalDropOffSpace) - { - case NormalDropOffSpace.Tangent: - coordSpace = CoordinateSpace.Tangent; - break; - case NormalDropOffSpace.World: - coordSpace = CoordinateSpace.World; - break; - case NormalDropOffSpace.Object: - coordSpace = CoordinateSpace.Object; - break; + if (updateNormalSlot) + { + RemoveSlot(NormalSlotId); + switch (m_NormalDropOffSpace) + { + case NormalDropOffSpace.Tangent: + coordSpace = CoordinateSpace.Tangent; + break; + case NormalDropOffSpace.World: + coordSpace = CoordinateSpace.World; + break; + case NormalDropOffSpace.Object: + coordSpace = CoordinateSpace.Object; + break; + } + updateNormalSlot = false; } AddSlot(new NormalMaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, coordSpace, ShaderStageCapability.Fragment)); validSlots.Add(NormalSlotId); @@ -1424,6 +1431,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSidedMode); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template index 85d650eaf80..6b90ff304c6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitPass.template @@ -21,11 +21,10 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer + $splice(InstancingOptions) $LodCrossFade: #pragma multi_compile _ LOD_FADE_CROSSFADE @@ -516,10 +515,6 @@ $include("SharedCode.template.hlsl") float coatTextureFilteringVariance = 0.0; //$NormalTexturtextureFiltering: coatTextureFilteringVariance = DecodeVariance(surfaceDescription.CodedCoatNormalVarianceMeasure); - $SpecularAA: surfaceData.perceptualSmoothnessA = NormalFiltering(surfaceData.perceptualSmoothnessA, geometricVariance + textureFilteringVariance, surfaceDescription.SpecularAAThreshold); - $SpecularAA: surfaceData.perceptualSmoothnessB = NormalFiltering(surfaceData.perceptualSmoothnessB, geometricVariance + textureFilteringVariance, surfaceDescription.SpecularAAThreshold); - $SpecularAA: surfaceData.coatPerceptualSmoothness = NormalFiltering(surfaceData.coatPerceptualSmoothness, geometricVariance + coatTextureFilteringVariance, surfaceDescription.SpecularAAThreshold); - #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { @@ -530,6 +525,10 @@ $include("SharedCode.template.hlsl") // as it can modify attributes used for static lighting ApplyDebugToSurfaceData(fragInputs.tangentToWorld, surfaceData); #endif + + $SpecularAA: surfaceData.perceptualSmoothnessA = NormalFiltering(surfaceData.perceptualSmoothnessA, geometricVariance + textureFilteringVariance, surfaceDescription.SpecularAAThreshold); + $SpecularAA: surfaceData.perceptualSmoothnessB = NormalFiltering(surfaceData.perceptualSmoothnessB, geometricVariance + textureFilteringVariance, surfaceDescription.SpecularAAThreshold); + $SpecularAA: surfaceData.coatPerceptualSmoothness = NormalFiltering(surfaceData.coatPerceptualSmoothness, geometricVariance + coatTextureFilteringVariance, surfaceDescription.SpecularAAThreshold); } void GetSurfaceAndBuiltinData(FragInputs fragInputs, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs index 9a17d977f92..2244107b9f3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSettingsView.cs @@ -13,7 +13,7 @@ namespace UnityEditor.Rendering.HighDefinition.Drawing { - class StackLitSettingsView : VisualElement + class StackLitSettingsView : MasterNodeSettingsView { StackLitMasterNode m_Node; @@ -29,7 +29,7 @@ Label CreateLabel(string text, int indentLevel) return new Label(label + text); } - public StackLitSettingsView(StackLitMasterNode node) + public StackLitSettingsView(StackLitMasterNode node) : base(node) { m_Node = node; PropertySheet ps = new PropertySheet(); @@ -590,6 +590,7 @@ public StackLitSettingsView(StackLitMasterNode node) --indentLevel; //...Advanced options Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeSurfaceType(ChangeEvent evt) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubShader.cs index 98969afe500..4114092e79b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/StackLit/ShaderGraph/StackLitSubShader.cs @@ -945,7 +945,11 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List= AxFMappingMode.PlanarXY) + { + ++EditorGUI.indentLevel; + materialEditor.ShaderProperty(m_PlanarSpace, Styles.planarSpaceText); + --EditorGUI.indentLevel; + } + + materialEditor.ShaderProperty(m_MaterialTilingOffset, Styles.materialTilingOffsetText); AxfBrdfType AxF_BRDFType = (AxfBrdfType)m_AxF_BRDFType.floatValue; AxF_BRDFType = (AxfBrdfType)EditorGUILayout.Popup("BRDF Type", (int)AxF_BRDFType, AxfBrdfTypeNames); @@ -372,15 +430,15 @@ void DrawAxfSurfaceOptionsGUI() } // Regular maps - materialEditor.TexturePropertySingleLine(Styles.diffuseColorMapText, m_DiffuseColorMap); - materialEditor.TexturePropertySingleLine(Styles.specularColorMapText, m_SpecularColorMap); - materialEditor.TexturePropertySingleLine(Styles.specularLobeMapText, m_SpecularLobeMap); + materialEditor.TexturePropertySingleLine(Styles.diffuseColorMapText, m_DiffuseColorMap, m_DiffuseColorMapST); + materialEditor.TexturePropertySingleLine(Styles.specularColorMapText, m_SpecularColorMap, m_SpecularColorMapST); + materialEditor.TexturePropertySingleLine(Styles.specularLobeMapText, m_SpecularLobeMap, m_SpecularLobeMapST); m_SpecularLobeMapScale.floatValue = EditorGUILayout.FloatField(Styles.specularLobeMapScaleText, m_SpecularLobeMapScale.floatValue); - materialEditor.TexturePropertySingleLine(Styles.fresnelMapText, m_FresnelMap); - materialEditor.TexturePropertySingleLine(Styles.normalMapText, m_NormalMap); + materialEditor.TexturePropertySingleLine(Styles.fresnelMapText, m_FresnelMap, m_FresnelMapST); + materialEditor.TexturePropertySingleLine(Styles.normalMapText, m_NormalMap, m_NormalMapST); // Alpha - materialEditor.TexturePropertySingleLine(Styles.alphaMapText, m_AlphaMap); + materialEditor.TexturePropertySingleLine(Styles.alphaMapText, m_AlphaMap, m_AlphaMapST); // Displacement //TODO: unsupported for now @@ -389,7 +447,7 @@ void DrawAxfSurfaceOptionsGUI() if (useHeightMap) { ++EditorGUI.indentLevel; - materialEditor.TexturePropertySingleLine(Styles.heightMapText, m_HeightMap); + materialEditor.TexturePropertySingleLine(Styles.heightMapText, m_HeightMap, m_HeightMapST); materialEditor.ShaderProperty(m_SVBRDF_HeightMapMaxMM, "Max Displacement (mm)"); --EditorGUI.indentLevel; } @@ -399,7 +457,7 @@ void DrawAxfSurfaceOptionsGUI() if (anisotropy) { ++EditorGUI.indentLevel; - materialEditor.TexturePropertySingleLine(Styles.anisoRotationMapText, m_AnisoRotationMap); + materialEditor.TexturePropertySingleLine(Styles.anisoRotationMapText, m_AnisoRotationMap, m_AnisoRotationMapST); --EditorGUI.indentLevel; } @@ -408,12 +466,12 @@ void DrawAxfSurfaceOptionsGUI() if (clearcoat) { ++EditorGUI.indentLevel; - materialEditor.TexturePropertySingleLine(Styles.clearcoatColorMapText, m_ClearcoatColorMap); - materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); + materialEditor.TexturePropertySingleLine(Styles.clearcoatColorMapText, m_ClearcoatColorMap, m_ClearcoatColorMapST); + materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap, m_ClearcoatNormalMapST); clearcoatRefraction = EditorGUILayout.Toggle("Enable Refraction", clearcoatRefraction); // The IOR map is always required for the coat F0, while in the CAR_PAINT model, the IOR // is given by a scalar value. - materialEditor.TexturePropertySingleLine(Styles.clearcoatIORMapText, m_ClearcoatIORMap); + materialEditor.TexturePropertySingleLine(Styles.clearcoatIORMapText, m_ClearcoatIORMap, m_ClearcoatIORMapST); --EditorGUI.indentLevel; } @@ -456,11 +514,11 @@ void DrawAxfSurfaceOptionsGUI() } - materialEditor.TexturePropertySingleLine(Styles.BTFFlakesMapText, m_CarPaint2_BTFFlakeMap); + //materialEditor.TexturePropertySingleLine(Styles.BTFFlakesMapText, m_CarPaint2_BTFFlakeMap, m_CarPaint2_BTFFlakeMapST); + materialEditor.TexturePropertySingleLine(Styles.BTFFlakesMapText, m_CarPaint2_BTFFlakeMap, m_CarPaint2_BTFFlakeMapST); //EditorGUILayout.LabelField( "Texture Dimension = " + m_CarPaint_BTFFlakesMap_sRGB.textureDimension ); //EditorGUILayout.LabelField( "Texture Format = " + m_CarPaint_BTFFlakesMap_sRGB.textureValue. ); m_CarPaint2_BTFFlakeMapScale.floatValue = EditorGUILayout.FloatField(Styles.BTFFlakesMapScaleText, m_CarPaint2_BTFFlakeMapScale.floatValue); - m_CarPaint2_FlakeTiling.floatValue = EditorGUILayout.FloatField(Styles.FlakesTilingText, m_CarPaint2_FlakeTiling.floatValue); materialEditor.TexturePropertySingleLine(Styles.thetaFI_sliceLUTMapText, m_CarPaint2_FlakeThetaFISliceLUTMap); @@ -481,7 +539,10 @@ void DrawAxfSurfaceOptionsGUI() { ++EditorGUI.indentLevel; // materialEditor.TexturePropertySingleLine( Styles.clearcoatColorMapText, m_ClearcoatColorMap ); - materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); + //materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap); + materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap, m_ClearcoatNormalMapST); + //materialEditor.TexturePropertySingleLine(Styles.clearcoatNormalMapText, m_ClearcoatNormalMap, m_ClearcoatNormalMapST); + // materialEditor.TexturePropertySingleLine( Styles.clearcoatIORMapText, m_ClearcoatIORMap ); m_CarPaint2_ClearcoatIOR.floatValue = EditorGUILayout.FloatField(Styles.CarPaintIORText, m_CarPaint2_ClearcoatIOR.floatValue); --EditorGUI.indentLevel; diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs index 23f9f91c38f..81ae763ee74 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/DecalSurfaceInputsUIBlock.cs @@ -323,11 +323,12 @@ void DrawDecalGUI() materialEditor.ShaderProperty(emissiveExposureWeight, Styles.emissiveExposureWeightText); } - EditorGUILayout.HelpBox( - "Enable 'Metal and AO properties' in your HDRP Asset if you want to control the Metal and AO properties of decals.\nThere is a performance cost of enabling this option.", - MessageType.Info); + if (!perChannelMask) + { + EditorGUILayout.HelpBox("Enable 'Metal and AO properties' in your HDRP Asset if you want to control the Metal and AO properties of decals.\nThere is a performance cost of enabling this option.", + MessageType.Info); + } } - } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs index 292ac8ea228..34a9c22eff4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/EmissionUIBlock.cs @@ -3,6 +3,8 @@ using UnityEngine; using UnityEngine.Rendering.HighDefinition; using UnityEngine.Rendering; +using System.Reflection; +using System.Linq.Expressions; namespace UnityEditor.Rendering.HighDefinition { @@ -17,6 +19,17 @@ public enum Features All = ~0 } + static Func GetLightingSettingsOrDefaultsFallback; + + static EmissionUIBlock() + { + Type lightMappingType = typeof(Lightmapping); + var getLightingSettingsOrDefaultsFallbackInfo = lightMappingType.GetMethod("GetLightingSettingsOrDefaultsFallback", BindingFlags.Static | BindingFlags.NonPublic); + var getLightingSettingsOrDefaultsFallbackLambda = Expression.Lambda>(Expression.Call(null, getLightingSettingsOrDefaultsFallbackInfo)); + GetLightingSettingsOrDefaultsFallback = getLightingSettingsOrDefaultsFallbackLambda.Compile(); + } + + public class Styles { public const string header = "Emission Inputs"; @@ -31,6 +44,7 @@ public class Styles public static GUIContent UVEmissiveMappingText = new GUIContent("Emission UV mapping", ""); public static GUIContent texWorldScaleText = new GUIContent("World Scale", "Sets the tiling factor HDRP applies to Planar/Trilinear mapping."); + public static GUIContent bakedEmission = new GUIContent("Baked Emission", ""); } MaterialProperty emissiveColorLDR = null; @@ -89,6 +103,31 @@ public override void OnGUI() } } + void UpdateEmissiveColorAndIntensity() + { + materialEditor.serializedObject.ApplyModifiedProperties(); + foreach (Material target in materials) + { + if (target.HasProperty(kEmissiveColorLDR) && target.HasProperty(kEmissiveIntensity) && target.HasProperty(kEmissiveColor)) + { + target.SetColor(kEmissiveColor, target.GetColor(kEmissiveColorLDR) * target.GetFloat(kEmissiveIntensity)); + } + } + materialEditor.serializedObject.Update(); + } + + void UpdateEmissionUnit(float newUnitFloat) + { + foreach (Material target in materials) + { + if (target.HasProperty(kEmissiveIntensityUnit) && target.HasProperty(kEmissiveIntensity)) + { + target.SetFloat(kEmissiveIntensityUnit, newUnitFloat); + } + } + materialEditor.serializedObject.Update(); + } + void DrawEmissionGUI() { EditorGUI.BeginChangeCheck(); @@ -106,35 +145,85 @@ void DrawEmissionGUI() else { EditorGUI.BeginChangeCheck(); + DoEmissiveTextureProperty(emissiveColorLDR); + // Normalize all emissive colors for each target separately + foreach (Material material in materials) { - DoEmissiveTextureProperty(emissiveColorLDR); - emissiveColorLDR.colorValue = NormalizeEmissionColor(ref updateEmissiveColor, emissiveColorLDR.colorValue); + if (material.HasProperty(kEmissiveColorLDR)) + material.SetColor(kEmissiveColorLDR, NormalizeEmissionColor(ref updateEmissiveColor, material.GetColor(kEmissiveColorLDR))); + } + if (EditorGUI.EndChangeCheck() || updateEmissiveColor) + UpdateEmissiveColorAndIntensity(); + float newUnitFloat; + float newIntensity = emissiveIntensity.floatValue; + bool unitIsMixed = emissiveIntensityUnit.hasMixedValue; + bool intensityIsMixed = unitIsMixed || emissiveIntensity.hasMixedValue; + bool intensityChanged = false; + bool unitChanged = false; + EditorGUI.BeginChangeCheck(); + { using (new EditorGUILayout.HorizontalScope()) { EmissiveIntensityUnit unit = (EmissiveIntensityUnit)emissiveIntensityUnit.floatValue; + EditorGUI.showMixedValue = intensityIsMixed; if (unit == EmissiveIntensityUnit.Nits) { using (var change = new EditorGUI.ChangeCheckScope()) { materialEditor.ShaderProperty(emissiveIntensity, Styles.emissiveIntensityText); - if (change.changed) - emissiveIntensity.floatValue = Mathf.Clamp(emissiveIntensity.floatValue, 0, float.MaxValue); + intensityChanged = change.changed; + if (intensityChanged) + newIntensity = Mathf.Clamp(emissiveIntensity.floatValue, 0, float.MaxValue); } } else { - float evValue = LightUtils.ConvertLuminanceToEv(emissiveIntensity.floatValue); - evValue = EditorGUILayout.FloatField(Styles.emissiveIntensityText, evValue); - evValue = Mathf.Clamp(evValue, 0, float.MaxValue); - emissiveIntensity.floatValue = LightUtils.ConvertEvToLuminance(evValue); + float value = emissiveIntensity.floatValue; + if (!intensityIsMixed) + { + float evValue = LightUtils.ConvertLuminanceToEv(emissiveIntensity.floatValue); + evValue = EditorGUILayout.FloatField(Styles.emissiveIntensityText, evValue); + newIntensity = Mathf.Clamp(evValue, 0, float.MaxValue); + emissiveIntensity.floatValue = LightUtils.ConvertEvToLuminance(evValue); + } + else + { + using (var change = new EditorGUI.ChangeCheckScope()) + { + newIntensity = EditorGUILayout.FloatField(Styles.emissiveIntensityText, value); + intensityChanged = change.changed; + } + } + } + EditorGUI.showMixedValue = false; + + EditorGUI.showMixedValue = emissiveIntensityUnit.hasMixedValue; + using (var change = new EditorGUI.ChangeCheckScope()) + { + newUnitFloat = (float)(EmissiveIntensityUnit)EditorGUILayout.EnumPopup(unit); + unitChanged = change.changed; } - emissiveIntensityUnit.floatValue = (float)(EmissiveIntensityUnit)EditorGUILayout.EnumPopup(unit); + EditorGUI.showMixedValue = false; } } if (EditorGUI.EndChangeCheck() || updateEmissiveColor) - emissiveColor.colorValue = emissiveColorLDR.colorValue * emissiveIntensity.floatValue; + { + if(unitChanged) + { + if (unitIsMixed) + UpdateEmissionUnit(newUnitFloat); + else + emissiveIntensityUnit.floatValue = newUnitFloat; + } + + // We don't allow changes on intensity if units are mixed + if (intensityChanged && !unitIsMixed) + emissiveIntensity.floatValue = newIntensity; + + UpdateEmissiveColorAndIntensity(); + } } materialEditor.ShaderProperty(emissiveExposureWeight, Styles.emissiveExposureWeightText); @@ -145,12 +234,41 @@ void DrawEmissionGUI() // Emission for GI? if ((m_Features & Features.EnableEmissionForGI) != 0) { - if (materialEditor.EmissionEnabledProperty()) + BakedEmissionEnabledProperty(materialEditor); + } + } + + + public static bool BakedEmissionEnabledProperty(MaterialEditor materialEditor) + { + Material[] materials = Array.ConvertAll(materialEditor.targets, (UnityEngine.Object o) => { return (Material)o; }); + + // Calculate isMixed + bool enabled = materials[0].globalIlluminationFlags == MaterialGlobalIlluminationFlags.BakedEmissive; + bool isMixed = false; + for (int i = 1; i < materials.Length; i++) + { + if ((materials[i].globalIlluminationFlags == MaterialGlobalIlluminationFlags.BakedEmissive) != enabled) + { + isMixed = true; + break; + } + } + + // initial checkbox for enabling/disabling emission + EditorGUI.BeginChangeCheck(); + EditorGUI.showMixedValue = isMixed; + enabled = EditorGUILayout.Toggle(Styles.bakedEmission, enabled); + EditorGUI.showMixedValue = false; + if (EditorGUI.EndChangeCheck()) + { + foreach (Material mat in materials) { - // change the GI flag and fix it up with emissive as black if necessary - materialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true, true); + mat.globalIlluminationFlags = enabled ? MaterialGlobalIlluminationFlags.BakedEmissive : MaterialGlobalIlluminationFlags.EmissiveIsBlack; } + return enabled; } + return !isMixed && enabled; } void DoEmissiveTextureProperty(MaterialProperty color) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs index 2053093ebfe..2db7c6e96b5 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LayerListUIBlock.cs @@ -154,8 +154,18 @@ void DrawLayerListGUI() Undo.RecordObjects(new UnityEngine.Object[] { material, m_MaterialImporter }, "Change layer material"); LayeredLitGUI.SynchronizeLayerProperties(material, m_MaterialLayers, layerIndex, true); layersChanged = true; + + // Update external reference. + foreach (var target in materialEditor.targets) + { + MaterialExternalReferences matExternalRefs = MaterialExternalReferences.GetMaterialExternalReferences(target as Material); + if (matExternalRefs != null) + { + matExternalRefs.SetMaterialReference(layerIndex, m_MaterialLayers[layerIndex]); + } + } } - + EditorGUI.DrawRect(colorRect, kLayerColors[layerIndex]); m_WithUV[layerIndex] = EditorGUI.Toggle(uvRect, m_WithUV[layerIndex]); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs index 2dfda3f8b14..004228f7c63 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/LitSurfaceInputsUIBlock.cs @@ -557,7 +557,7 @@ void ShaderSSSAndTransmissionInputGUI() if (hdPipeline == null) return; - DiffusionProfileMaterialUI.OnGUI(diffusionProfileAsset[m_LayerIndex], diffusionProfileHash[m_LayerIndex]); + DiffusionProfileMaterialUI.OnGUI(materialEditor, diffusionProfileAsset[m_LayerIndex], diffusionProfileHash[m_LayerIndex], m_LayerIndex); // TODO: does not work with multi-selection if ((int)materialID.floatValue == (int)MaterialId.LitSSS && materials[0].GetSurfaceType() != SurfaceType.Transparent) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs index 0648baabce4..5111809ebd0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/ShaderGraphUIBlock.cs @@ -26,7 +26,8 @@ public enum Features protected static class Styles { - public static readonly string header = "Exposed Properties"; + public const string header = "Exposed Properties"; + public static readonly GUIContent bakedEmission = new GUIContent("Baked Emission", ""); } Expandable m_ExpandableBit; @@ -96,7 +97,7 @@ void DrawShaderGraphGUI() // Filter out properties we don't want to draw: PropertiesDefaultGUI(properties); - // If we change a property in a shadergraph, we trigger a material keyword reset + // If we change a property in a shadergraph, we trigger a material keyword reset if (CheckPropertyChanged(properties)) { foreach (var material in materials) @@ -146,10 +147,7 @@ void PropertiesDefaultGUI(MaterialProperty[] properties) void DrawEmissionGI() { - if (materialEditor.EmissionEnabledProperty()) - { - materialEditor.LightmapEmissionFlagsProperty(MaterialEditor.kMiniTextureFieldLabelIndentLevel, true, true); - } + EmissionUIBlock.BakedEmissionEnabledProperty(materialEditor); } // Track additional velocity state. See SG-ADDITIONALVELOCITY-NOTE @@ -221,7 +219,7 @@ void DrawShadowMatteToggle() void DrawDiffusionProfileUI() { if (DiffusionProfileMaterialUI.IsSupported(materialEditor)) - DiffusionProfileMaterialUI.OnGUI(FindProperty("_DiffusionProfileAsset"), FindProperty("_DiffusionProfileHash")); + DiffusionProfileMaterialUI.OnGUI(materialEditor, FindProperty("_DiffusionProfileAsset"), FindProperty("_DiffusionProfileHash"), 0); } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs index 053bac86cbd..ee58229606c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/UIBlocks/SurfaceOptionUIBlock.cs @@ -26,6 +26,7 @@ public enum Features ReceiveSSR = 1 << 8, ShowAfterPostProcessPass = 1 << 9, Unlit = Surface | BlendMode | DoubleSided | DoubleSidedNormalMode | AlphaCutoff | AlphaCutoffShadowThreshold | AlphaCutoffThreshold | BackThenFrontRendering | ShowAfterPostProcessPass, + ShowPrePassAndPostPass = 1 << 11, Lit = All, All = ~0, } @@ -401,12 +402,14 @@ void DrawAlphaCutoffGUI() { if (transparentDepthPrepassEnable != null && transparentDepthPrepassEnable.floatValue == 1.0f) { - materialEditor.ShaderProperty(alphaCutoffPrepass, Styles.alphaCutoffPrepassText); + if (alphaCutoffPrepass != null) + materialEditor.ShaderProperty(alphaCutoffPrepass, Styles.alphaCutoffPrepassText); } if (transparentDepthPostpassEnable != null && transparentDepthPostpassEnable.floatValue == 1.0f) { - materialEditor.ShaderProperty(alphaCutoffPostpass, Styles.alphaCutoffPostpassText); + if (alphaCutoffPostpass != null) + materialEditor.ShaderProperty(alphaCutoffPostpass, Styles.alphaCutoffPostpassText); } } EditorGUI.indentLevel--; @@ -483,11 +486,14 @@ void DrawSurfaceGUI() if (transparentBackfaceEnable != null) materialEditor.ShaderProperty(transparentBackfaceEnable, Styles.transparentBackfaceEnableText); - if (transparentDepthPrepassEnable != null) - materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText); + if ((m_Features & Features.ShowPrePassAndPostPass) != 0) + { + if (transparentDepthPrepassEnable != null) + materialEditor.ShaderProperty(transparentDepthPrepassEnable, Styles.transparentDepthPrepassEnableText); - if (transparentDepthPostpassEnable != null) - materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText); + if (transparentDepthPostpassEnable != null) + materialEditor.ShaderProperty(transparentDepthPostpassEnable, Styles.transparentDepthPostpassEnableText); + } if (transparentWritingMotionVec != null) materialEditor.ShaderProperty(transparentWritingMotionVec, Styles.transparentWritingMotionVecText); diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs index ae84659a07e..01994b5ccc1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/HDShaderGUI.cs @@ -80,13 +80,18 @@ protected static void ResetMaterialCustomRenderQueue(Material material) throw new ArgumentException("Unknown SurfaceType"); } - float sortingPriority = material.GetFloat(kTransparentSortPriority); - bool alphaTest = material.GetFloat(kAlphaCutoffEnabled) > 0.5f; - material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)sortingPriority, alphaTest); + // Decal doesn't have properties to compute the render queue + if (material.HasProperty(kTransparentSortPriority) && material.HasProperty(kAlphaCutoffEnabled)) + { + float sortingPriority = material.GetFloat(kTransparentSortPriority); + bool alphaTest = material.GetFloat(kAlphaCutoffEnabled) > 0.5f; + material.renderQueue = HDRenderQueue.ChangeType(targetQueueType, (int)sortingPriority, alphaTest); + } } readonly static string[] floatPropertiesToSynchronize = { - "_UseShadowThreshold", kReceivesSSR, kUseSplitLighting + "_UseShadowThreshold", kReceivesSSR, kUseSplitLighting, + kTransparentDepthPrepassEnable, kTransparentDepthPostpassEnable }; protected static void SynchronizeShaderGraphProperties(Material material) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs index 13f68642558..3ad1dc98b42 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitMasterNode.cs @@ -21,7 +21,7 @@ namespace UnityEditor.Rendering.HighDefinition [Serializable] [FormerName("UnityEditor.Experimental.Rendering.HDPipeline.HDUnlitMasterNode")] [Title("Master", "Unlit (HDRP)")] - class HDUnlitMasterNode : MasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class HDUnlitMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string ColorSlotName = "Color"; public const string AlphaSlotName = "Alpha"; @@ -495,6 +495,7 @@ public override void CollectShaderProperties(PropertyCollector collector, Genera ); HDSubShaderUtilities.AddAlphaCutoffShaderProperties(collector, alphaTest.isOn, false); HDSubShaderUtilities.AddDoubleSidedProperty(collector, doubleSided.isOn ? DoubleSidedMode.Enabled : DoubleSidedMode.Disabled); + HDSubShaderUtilities.AddPrePostPassProperties(collector, false, false); base.CollectShaderProperties(collector, generationMode); } diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template index 714a9bea69a..daa0f1a9373 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitPass.template @@ -21,9 +21,10 @@ Pass HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols + $splice(InstancingOptions) + //------------------------------------------------------------------------------------- // Graph Defines //------------------------------------------------------------------------------------- @@ -47,9 +48,6 @@ Pass $AddPrecomputedVelocity: #define _ADD_PRECOMPUTED_VELOCITY $EnableShadowMatte: #define _ENABLE_SHADOW_MATTE - //enable GPU instancing support - #pragma multi_compile_instancing - //------------------------------------------------------------------------------------- // End Variant Definitions //------------------------------------------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSettingsView.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSettingsView.cs index 163366c1da1..2041c601a12 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSettingsView.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSettingsView.cs @@ -12,7 +12,7 @@ namespace UnityEditor.Rendering.HighDefinition.Drawing { - class HDUnlitSettingsView : VisualElement + class HDUnlitSettingsView : MasterNodeSettingsView { HDUnlitMasterNode m_Node; @@ -28,7 +28,7 @@ Label CreateLabel(string text, int indentLevel) return new Label(label + text); } - public HDUnlitSettingsView(HDUnlitMasterNode node) + public HDUnlitSettingsView(HDUnlitMasterNode node) : base(node) { m_Node = node; PropertySheet ps = new PropertySheet(); @@ -235,8 +235,8 @@ public HDUnlitSettingsView(HDUnlitMasterNode node) }); }); - Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeSurfaceType(ChangeEvent evt) diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs index ab4022fc0a6..f26ef9759ec 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/Unlit/ShaderGraph/HDUnlitSubShader.cs @@ -19,6 +19,10 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderPassName = "SHADERPASS_LIGHT_TRANSPORT", CullOverride = "Cull Off", ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, + ExtraDefines = new List() + { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + }, Includes = new List() { "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassLightTransport.hlsl\"", @@ -59,6 +63,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#define SCENESELECTIONPASS", "#pragma editor_sync_compilation", }, @@ -97,6 +102,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#pragma multi_compile _ WRITE_MSAA_DEPTH" // Note we don't need to define WRITE_NORMAL_BUFFER }, @@ -142,6 +148,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#pragma multi_compile _ WRITE_MSAA_DEPTH" // Note we don't need to define WRITE_NORMAL_BUFFER }, @@ -182,6 +189,10 @@ class HDUnlitSubShader : IHDUnlitSubShader CullOverride = HDSubShaderUtilities.defaultCullMode, ZWriteOverride = HDSubShaderUtilities.zWriteOff, ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, + ExtraDefines = new List() + { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + }, Includes = new List() { "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDistortion.hlsl\"", @@ -243,6 +254,10 @@ class HDUnlitSubShader : IHDUnlitSubShader CullOverride = HDSubShaderUtilities.defaultCullMode, ZWriteOverride = HDSubShaderUtilities.zWriteOn, ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, + ExtraDefines = new List() + { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch" + }, Includes = new List() { "#include \"Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl\"", @@ -274,6 +289,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRasterization, ExtraDefines = new List() { + "#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY" }, Includes = new List() @@ -313,6 +329,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", }, Includes = new List() { @@ -344,6 +361,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", "#pragma multi_compile _ TRANSPARENT_COLOR_SHADOW", }, Includes = new List() @@ -376,6 +394,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", }, Includes = new List() { @@ -407,6 +426,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", }, Includes = new List() { @@ -438,6 +458,7 @@ class HDUnlitSubShader : IHDUnlitSubShader ShaderStages = HDSubShaderUtilities.s_ShaderStagesRayTracing, ExtraDefines = new List() { + "#pragma only_renderers d3d11", }, Includes = new List() { @@ -503,7 +524,7 @@ private static ActiveFields GetActiveFieldsFromMasterNode(AbstractMaterialNode i return activeFields; } - private static bool GenerateShaderPassUnlit(HDUnlitMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List sourceAssetDependencyPaths) + private static bool GenerateShaderPassUnlit(HDUnlitMasterNode masterNode, Pass pass, GenerationMode mode, ShaderGenerator result, List sourceAssetDependencyPaths, bool instancingFlag = true) { if (mode == GenerationMode.ForReals || pass.UseInPreview) { @@ -520,7 +541,7 @@ private static bool GenerateShaderPassUnlit(HDUnlitMasterNode masterNode, Pass p { vertexActive = true; } - return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive); + return HDSubShaderUtilities.GenerateShaderPass(masterNode, pass, mode, activeFields, result, sourceAssetDependencyPaths, vertexActive, isLit:false, instancingFlag: instancingFlag); } else { @@ -578,17 +599,20 @@ public string GetSubshader(IMasterNode iMasterNode, GenerationMode mode, List s_PerCameraSensorSizeHistory = new ConditionalWeakTable(); + static bool s_FovChanged; static float s_FovLastValue; @@ -91,7 +97,6 @@ static HDCameraUI() SectionFrameSettings, SectionPhysicalSettings, SectionOutputSettings, - SectionXRSettings }; string key = $"HDRP:{typeof(HDCameraUI).Name}:ShutterSpeedState"; @@ -149,6 +154,9 @@ static HDCameraUI() Expandable.Output, k_ExpandedState, CED.Group( +#if ENABLE_VR && ENABLE_XR_MANAGEMENT + Drawer_SectionXRRendering, +#endif #if ENABLE_MULTIPLE_DISPLAYS Drawer_SectionMultiDisplay, #endif @@ -158,19 +166,6 @@ static HDCameraUI() ) ); - public static readonly CED.IDrawer SectionXRSettings = CED.Conditional( - (serialized, owner) => XRGraphics.tryEnable, - CED.FoldoutGroup( - xrSettingsHeaderContent, - Expandable.XR, - k_ExpandedState, - CED.Group( - Drawer_FieldVR, - Drawer_FieldTargetEye - ) - ) - ); - public static readonly CED.IDrawer SectionFrameSettings = CED.Conditional( (serialized, owner) => k_ExpandedState[Expandable.General], CED.Group((serialized, owner) => @@ -310,14 +305,51 @@ static void Drawer_PhysicalCamera(SerializedHDCamera p, Editor owner) using (new EditorGUI.IndentLevelScope()) { EditorGUI.BeginChangeCheck(); - int filmGateIndex = Array.IndexOf(k_ApertureFormatValues, new Vector2((float)Math.Round(cam.sensorSize.vector2Value.x, 3), (float)Math.Round(cam.sensorSize.vector2Value.y, 3))); - if (filmGateIndex == -1) - filmGateIndex = EditorGUILayout.Popup(cameraTypeContent, k_ApertureFormatNames.Length - 1, k_ApertureFormatNames); - else - filmGateIndex = EditorGUILayout.Popup(cameraTypeContent, filmGateIndex, k_ApertureFormatNames); - if (EditorGUI.EndChangeCheck() && filmGateIndex < k_ApertureFormatValues.Length) - cam.sensorSize.vector2Value = k_ApertureFormatValues[filmGateIndex]; + int oldFilmGateIndex = Array.IndexOf(k_ApertureFormatValues, new Vector2((float)Math.Round(cam.sensorSize.vector2Value.x, 3), (float)Math.Round(cam.sensorSize.vector2Value.y, 3))); + + // If it is not one of the preset sizes, set it to custom + oldFilmGateIndex = (oldFilmGateIndex == -1) ? k_CustomPresetIndex: oldFilmGateIndex; + + // Get the new user selection + int newFilmGateIndex = EditorGUILayout.Popup(cameraTypeContent, oldFilmGateIndex, k_ApertureFormatNames); + + if (EditorGUI.EndChangeCheck()) + { + // Retrieve the previous custom size value, if one exists for this camera + object previousCustomValue; + s_PerCameraSensorSizeHistory.TryGetValue((Camera)p.serializedObject.targetObject, out previousCustomValue); + + // When switching from custom to a preset, update the last custom value (to display again, in case the user switches back to custom) + if (oldFilmGateIndex == k_CustomPresetIndex) + { + if (previousCustomValue == null) + { + s_PerCameraSensorSizeHistory.Add((Camera)p.serializedObject.targetObject, cam.sensorSize.vector2Value); + } + else + { + previousCustomValue = cam.sensorSize.vector2Value; + } + } + + if (newFilmGateIndex < k_CustomPresetIndex) + { + cam.sensorSize.vector2Value = k_ApertureFormatValues[newFilmGateIndex]; + } + else + { + // The user switched back to custom, so display by deafulr the previous custom value + if (previousCustomValue != null) + { + cam.sensorSize.vector2Value = (Vector2)previousCustomValue; + } + else + { + cam.sensorSize.vector2Value = new Vector2(36.0f, 24.0f); // this is the value new cameras are created with + } + } + } EditorGUILayout.PropertyField(cam.sensorSize, sensorSizeContent); EditorGUILayout.PropertyField(p.iso, isoContent); @@ -527,10 +559,9 @@ static void Drawer_CameraWarnings(SerializedHDCamera p, Editor owner) } } - static void Drawer_FieldVR(SerializedHDCamera p, Editor owner) + static void Drawer_SectionXRRendering(SerializedHDCamera p, Editor owner) { - EditorGUILayout.PropertyField(p.baseCameraSettings.stereoSeparation, stereoSeparationContent); - EditorGUILayout.PropertyField(p.baseCameraSettings.stereoConvergence, stereoConvergenceContent); + EditorGUILayout.PropertyField(p.xrRendering, xrRenderingContent); } #if ENABLE_MULTIPLE_DISPLAYS @@ -547,13 +578,6 @@ static void Drawer_SectionMultiDisplay(SerializedHDCamera p, Editor owner) #endif - static readonly int[] k_TargetEyeValues = { (int)StereoTargetEyeMask.Both, (int)StereoTargetEyeMask.Left, (int)StereoTargetEyeMask.Right, (int)StereoTargetEyeMask.None }; - - static void Drawer_FieldTargetEye(SerializedHDCamera p, Editor owner) - { - EditorGUILayout.IntPopup(p.baseCameraSettings.targetEye, k_TargetEyes, k_TargetEyeValues, targetEyeContent); - } - static MethodInfo k_DisplayUtility_GetDisplayIndices = Type.GetType("UnityEditor.DisplayUtility,UnityEditor") .GetMethod("GetDisplayIndices"); static int[] DisplayUtility_GetDisplayIndices() diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs index 1cc4d712f6e..8ea6009a9c8 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/HDCameraUI.Skin.cs @@ -8,13 +8,12 @@ static partial class HDCameraUI const string generalSettingsHeaderContent = "General"; const string physicalSettingsHeaderContent = "Physical"; const string outputSettingsHeaderContent = "Output"; - const string xrSettingsHeaderContent = "XR"; const string clippingPlaneMultiFieldTitle = "Clipping Planes"; const string msaaWarningMessage = "Manual MSAA target set with deferred rendering. This will lead to undefined behavior."; - static readonly GUIContent clearModeContent = EditorGUIUtility.TrTextContent("Background Type", "Specifies the type of background the Camera applies when it clears the screen before rendering a frame."); + static readonly GUIContent clearModeContent = EditorGUIUtility.TrTextContent("Background Type", "Specifies the type of background the Camera applies when it clears the screen before rendering a frame. Be aware that when setting this to None, the background is never cleared and since HDRP shares render texture between cameras, you may end up with garbage from previous rendering."); static readonly GUIContent backgroundColorContent = EditorGUIUtility.TrTextContent("Background Color", "The Background Color used to clear the screen when selecting Background Color before rendering."); static readonly GUIContent cullingMaskContent = EditorGUIUtility.TrTextContent("Culling Mask"); static readonly GUIContent volumeLayerMaskContent = EditorGUIUtility.TrTextContent("Volume Layer Mask"); @@ -58,23 +57,12 @@ static partial class HDCameraUI static readonly GUIContent viewportContent = EditorGUIUtility.TrTextContent("Viewport Rect", "Four values that indicate where on the screen HDRP draws this Camera view. Measured in Viewport Coordinates (values in the range of [0, 1])."); static readonly GUIContent depthContent = EditorGUIUtility.TrTextContent("Depth"); + static readonly GUIContent xrRenderingContent = EditorGUIUtility.TrTextContent("XR Rendering"); #if ENABLE_MULTIPLE_DISPLAYS static readonly GUIContent targetDisplayContent = EditorGUIUtility.TrTextContent("Target Display"); #endif - - static readonly GUIContent stereoSeparationContent = EditorGUIUtility.TrTextContent("Stereo Separation"); - static readonly GUIContent stereoConvergenceContent = EditorGUIUtility.TrTextContent("Stereo Convergence"); - static readonly GUIContent targetEyeContent = EditorGUIUtility.TrTextContent("Target Eye"); - static readonly GUIContent[] k_TargetEyes = //order must match k_TargetEyeValues - { - new GUIContent("Both"), - new GUIContent("Left"), - new GUIContent("Right"), - new GUIContent("None (Main Display)"), - }; - static readonly GUIContent[] antialiasingModeNames = { new GUIContent("No Anti-aliasing"), diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/SerializedHDCamera.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/SerializedHDCamera.cs index 0834014153d..ca5efef5bbe 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/SerializedHDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Camera/SerializedHDCamera.cs @@ -26,6 +26,7 @@ class SerializedHDCamera public SerializedProperty stopNaNs; public SerializedProperty clearColorMode; public SerializedProperty backgroundColorHDR; + public SerializedProperty xrRendering; public SerializedProperty passThrough; public SerializedProperty customRenderingSettings; public SerializedProperty clearDepth; @@ -71,6 +72,7 @@ public SerializedHDCamera(SerializedObject serializedObject) stopNaNs = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.stopNaNs); clearColorMode = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.clearColorMode); backgroundColorHDR = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.backgroundColorHDR); + xrRendering = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.xrRendering); passThrough = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.fullscreenPassthrough); customRenderingSettings = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.customRenderingSettings); clearDepth = serializedAdditionalDataObject.Find((HDAdditionalCameraData d) => d.clearDepth); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs index f9fe32253d7..4921eb510ce 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassDrawer.cs @@ -158,36 +158,33 @@ void DoCommonSettingsGUI(ref Rect rect) rect.y += Styles.defaultLineSpace; } -#if true if ((commonPassUIFlags & PassUIFlag.TargetColorBuffer) != 0) { - m_TargetColorBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetColorBuffer, (CustomPass.TargetBuffer)m_TargetColorBuffer.intValue); + EditorGUI.BeginProperty(rect, Styles.targetColorBuffer, m_TargetColorBuffer); + // There is still a bug with SerializedReference and PropertyField so we can't use it yet + // EditorGUI.PropertyField(rect, m_TargetColorBuffer, Styles.targetColorBuffer); + m_TargetColorBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetColorBuffer, (CustomPass.TargetBuffer)m_TargetColorBuffer.intValue); + EditorGUI.EndProperty(); rect.y += Styles.defaultLineSpace; } if ((commonPassUIFlags & PassUIFlag.TargetDepthBuffer) != 0) { - m_TargetDepthBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetDepthBuffer, (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue); + EditorGUI.BeginProperty(rect, Styles.targetColorBuffer, m_TargetDepthBuffer); + // EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer); + m_TargetDepthBuffer.intValue = (int)(CustomPass.TargetBuffer)EditorGUI.EnumPopup(rect, Styles.targetDepthBuffer, (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue); + EditorGUI.EndProperty(); rect.y += Styles.defaultLineSpace; } if ((commonPassUIFlags & PassUIFlag.ClearFlags) != 0) { - m_ClearFlags.intValue = (int)(ClearFlag)EditorGUI.EnumPopup(rect, Styles.clearFlags, (ClearFlag)m_ClearFlags.intValue); + EditorGUI.BeginProperty(rect, Styles.clearFlags, m_ClearFlags); + // EditorGUI.PropertyField(rect, m_ClearFlags, Styles.clearFlags); + m_ClearFlags.intValue = (int)(ClearFlag)EditorGUI.EnumPopup(rect, Styles.clearFlags, (ClearFlag)m_ClearFlags.intValue); + EditorGUI.EndProperty(); rect.y += Styles.defaultLineSpace; } - -#else // TODO: remove all this code when the fix for SerializedReference lands - - EditorGUI.PropertyField(rect, m_TargetColorBuffer, Styles.targetColorBuffer); - rect.y += Styles.defaultLineSpace; - - EditorGUI.PropertyField(rect, m_TargetDepthBuffer, Styles.targetDepthBuffer); - rect.y += Styles.defaultLineSpace; - - EditorGUI.PropertyField(rect, m_ClearFlags, Styles.clearFlags); - rect.y += Styles.defaultLineSpace; -#endif } /// @@ -216,10 +213,18 @@ void DoHeaderGUI(ref Rect rect) enabledRect.x = rect.xMax - enabledSize.x; enabledRect.width = enabledSize.x; - m_PassFoldout.boolValue = EditorGUI.Foldout(headerRect, m_PassFoldout.boolValue, $"{m_Name.stringValue} ({m_PassType.Name})", true, EditorStyles.boldLabel); - EditorGUIUtility.labelWidth = enabledRect.width - 14; - m_Enabled.boolValue = EditorGUI.Toggle(enabledRect, Styles.enabled, m_Enabled.boolValue); - EditorGUIUtility.labelWidth = 0; + EditorGUI.BeginProperty(headerRect, GUIContent.none, m_PassFoldout); + { + m_PassFoldout.boolValue = EditorGUI.Foldout(headerRect, m_PassFoldout.boolValue, $"{m_Name.stringValue} ({m_PassType.Name})", true, EditorStyles.boldLabel); + } + EditorGUI.EndProperty(); + EditorGUI.BeginProperty(enabledRect, Styles.enabled, m_Enabled); + { + EditorGUIUtility.labelWidth = enabledRect.width - 14; + m_Enabled.boolValue = EditorGUI.Toggle(enabledRect, Styles.enabled, m_Enabled.boolValue); + EditorGUIUtility.labelWidth = 0; + } + EditorGUI.EndProperty(); } /// diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template index 0e0fab3e791..0947ce622b6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassFullScreenShader.template @@ -5,7 +5,7 @@ Shader "FullScreen/#SCRIPTNAME#" #pragma vertex Vert #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template index c05a7f05cc1..db7b9322e1e 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassRenderersShader.template @@ -12,7 +12,7 @@ Shader "Renderers/#SCRIPTNAME#" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // #pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs index 015e5ae1674..19b8e67f528 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/CustomPassVolumeEditor.cs @@ -26,6 +26,8 @@ static class Styles public static readonly GUIContent isGlobal = new GUIContent("Mode", "A global volume is applied to the whole scene."); public static readonly GUIContent fadeRadius = new GUIContent("Fade Radius", "Radius from where your effect will be rendered, the _FadeValue in shaders will be updated using this radius"); public static readonly GUIContent injectionPoint = new GUIContent("Injection Point", "Where the pass is going to be executed in the pipeline."); + public static readonly GUIContent priority = new GUIContent("Priority", "Determine the execution order when multiple Custom Pass Volumes overlap with the same injection point."); + public static readonly GUIContent[] modes = { new GUIContent("Global"), new GUIContent("Local") }; } class SerializedPassVolume @@ -34,9 +36,9 @@ class SerializedPassVolume public SerializedProperty fadeRadius; public SerializedProperty customPasses; public SerializedProperty injectionPoint; + public SerializedProperty priority; } - readonly GUIContent[] m_Modes = { new GUIContent("Global"), new GUIContent("Local") }; SerializedPassVolume m_SerializedPassVolume; @@ -52,6 +54,7 @@ void OnEnable() injectionPoint = o.Find(x => x.injectionPoint), customPasses = o.Find(x => x.customPasses), fadeRadius = o.Find(x => x.fadeRadius), + priority = o.Find(x => x.priority), }; } @@ -68,7 +71,7 @@ public override void OnInspectorGUI() } List GatherCustomPassesMaterials() - => m_Volume.customPasses.SelectMany(p => p.RegisterMaterialForInspector()).Where(m => m != null).ToList(); + => m_Volume.customPasses.Where(p => p != null).SelectMany(p => p.RegisterMaterialForInspector()).Where(m => m != null).ToList(); void UpdateMaterialEditors() { @@ -110,6 +113,9 @@ CustomPassDrawer GetCustomPassDrawer(SerializedProperty pass, int listIndex) var customPass = m_Volume.customPasses[listIndex]; + if (customPass == null) + return null; + foreach (var drawerType in TypeCache.GetTypesWithAttribute(typeof(CustomPassDrawerAttribute))) { var attr = drawerType.GetCustomAttributes(typeof(CustomPassDrawerAttribute), true)[0] as CustomPassDrawerAttribute; @@ -137,10 +143,16 @@ void DrawSettingsGUI() EditorGUI.BeginChangeCheck(); { - m_SerializedPassVolume.isGlobal.boolValue = EditorGUILayout.Popup(Styles.isGlobal, m_SerializedPassVolume.isGlobal.boolValue ? 0 : 1, m_Modes) == 0; + Rect isGlobalRect = EditorGUILayout.GetControlRect(); + EditorGUI.BeginProperty(isGlobalRect, Styles.isGlobal, m_SerializedPassVolume.isGlobal); + { + m_SerializedPassVolume.isGlobal.boolValue = EditorGUI.Popup(isGlobalRect, Styles.isGlobal, m_SerializedPassVolume.isGlobal.boolValue ? 0 : 1, Styles.modes) == 0; + } + EditorGUI.EndProperty(); + EditorGUILayout.PropertyField(m_SerializedPassVolume.injectionPoint, Styles.injectionPoint); + EditorGUILayout.PropertyField(m_SerializedPassVolume.priority, Styles.priority); if (!m_SerializedPassVolume.isGlobal.boolValue) EditorGUILayout.PropertyField(m_SerializedPassVolume.fadeRadius, Styles.fadeRadius); - EditorGUILayout.PropertyField(m_SerializedPassVolume.injectionPoint, Styles.injectionPoint); } if (EditorGUI.EndChangeCheck()) serializedObject.ApplyModifiedProperties(); @@ -159,9 +171,15 @@ void DrawCustomPassReorderableList() } } - EditorGUILayout.BeginVertical(); - m_CustomPassList.DoLayoutList(); - EditorGUILayout.EndVertical(); + float customPassListHeight = m_CustomPassList.GetHeight(); + var customPassRect = EditorGUILayout.GetControlRect(false, customPassListHeight); + EditorGUI.BeginProperty(customPassRect, GUIContent.none, m_SerializedPassVolume.customPasses); + { + EditorGUILayout.BeginVertical(); + m_CustomPassList.DoList(customPassRect); + EditorGUILayout.EndVertical(); + } + EditorGUI.EndProperty(); } void CreateReorderableList(SerializedProperty passList) @@ -196,28 +214,34 @@ void CreateReorderableList(SerializedProperty passList) }; m_CustomPassList.onAddCallback += (list) => { - Undo.RegisterCompleteObjectUndo(target, "Remove custom pass"); + Undo.RegisterCompleteObjectUndo(target, "Add custom pass"); var menu = new GenericMenu(); foreach (var customPassType in TypeCache.GetTypesDerivedFrom()) { if (customPassType.IsAbstract) continue; - + menu.AddItem(new GUIContent(customPassType.Name), false, () => { - m_Volume.AddPassOfType(customPassType); passList.serializedObject.Update(); + m_Volume.AddPassOfType(customPassType); UpdateMaterialEditors(); - }); + passList.serializedObject.ApplyModifiedProperties(); + // Notify the prefab that something have changed: + PrefabUtility.RecordPrefabInstancePropertyModifications(target); + }); } menu.ShowAsContext(); }; m_CustomPassList.onRemoveCallback = (list) => { + passList.serializedObject.Update(); Undo.RegisterCompleteObjectUndo(target, "Remove custom pass"); m_Volume.customPasses.RemoveAt(list.index); - passList.serializedObject.Update(); UpdateMaterialEditors(); + passList.serializedObject.ApplyModifiedProperties(); + // Notify the prefab that something have changed: + PrefabUtility.RecordPrefabInstancePropertyModifications(target); }; } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs index 0a95065fac7..c6dc1f8b41c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/DrawRenderersCustomPassDrawer.cs @@ -23,6 +23,7 @@ private class Styles public static float defaultLineSpace = EditorGUIUtility.singleLineHeight + EditorGUIUtility.standardVerticalSpacing; public static float reorderableListHandleIndentWidth = 12; public static float indentSpaceInPixels = 16; + public static float helpBoxHeight = EditorGUIUtility.singleLineHeight * 2; public static GUIContent callback = new GUIContent("Event", "Chose the Callback position for this render pass object."); public static GUIContent enabled = new GUIContent("Enabled", "Enable or Disable the custom pass"); @@ -54,10 +55,12 @@ private class Styles public static string unlitShaderMessage = "HDRP Unlit shaders will force the shader passes to \"ForwardOnly\""; public static string hdrpLitShaderMessage = "HDRP Lit shaders are not supported in a custom pass"; + public static string opaqueObjectWithDeferred = "Your HDRP settings does not support ForwardOnly, some object might not render."; + public static string objectRendererTwiceWithMSAA = "MSAA is enabled, re-rendering same object twice will cause depth test artifacts in Before/After Post Process injection points"; } //Headers and layout - private int m_FilterLines = 3; + private int m_FilterLines = 2; private int m_MaterialLines = 2; // Foldouts @@ -84,6 +87,8 @@ private class Styles ReorderableList m_ShaderPassesList; + CustomPassVolume m_Volume; + bool customDepthIsNone => (CustomPass.TargetBuffer)m_TargetDepthBuffer.intValue == CustomPass.TargetBuffer.None; protected override void Initialize(SerializedProperty customPass) @@ -110,6 +115,8 @@ protected override void Initialize(SerializedProperty customPass) m_DepthCompareFunction = customPass.FindPropertyRelative("depthCompareFunction"); m_DepthWrite = customPass.FindPropertyRelative("depthWrite"); + m_Volume = customPass.serializedObject.targetObject as CustomPassVolume; + m_ShaderPassesList = new ReorderableList(null, m_ShaderPasses, true, true, true, true); m_ShaderPassesList.drawElementCallback = @@ -130,6 +137,14 @@ protected override void Initialize(SerializedProperty customPass) protected override void DoPassGUI(SerializedProperty customPass, Rect rect) { + if (ShowMsaaObjectInfo()) + { + Rect helpBoxRect = rect; + helpBoxRect.height = Styles.helpBoxHeight; + EditorGUI.HelpBox(helpBoxRect, Styles.objectRendererTwiceWithMSAA, MessageType.Info); + rect.y += Styles.helpBoxHeight; + } + DoFilters(ref rect); m_RendererFoldout.boolValue = EditorGUI.Foldout(rect, m_RendererFoldout.boolValue, Styles.renderHeader, true); @@ -146,14 +161,43 @@ protected override void DoPassGUI(SerializedProperty customPass, Rect rect) #endif // TODO: remove all this code when the fix for SerializedReference lands + m_SortingCriteria.intValue = (int)(SortingCriteria)EditorGUI.EnumFlagsField(rect, Styles.sortingCriteria, (SortingCriteria)m_SortingCriteria.intValue); // EditorGUI.PropertyField(rect, m_SortingCriteria, Styles.sortingCriteria); - m_SortingCriteria.intValue = (int)(SortingCriteria)EditorGUI.EnumPopup(rect, Styles.sortingCriteria, (SortingCriteria)m_SortingCriteria.intValue); rect.y += Styles.defaultLineSpace; EditorGUI.indentLevel--; } } + // Tell if we need to show a warning for rendering opaque object and we're in deferred. + bool ShowOpaqueObjectWarning() + { + // Only opaque objects are concerned + RenderQueueRange currentRange = CustomPass.GetRenderQueueRangeFromRenderQueueType((CustomPass.RenderQueueType)m_RenderQueue.intValue); + var allOpaque = HDRenderQueue.k_RenderQueue_AllOpaque; + bool customPassQueueContainsOpaqueObjects = currentRange.upperBound >= allOpaque.lowerBound && currentRange.lowerBound <= allOpaque.upperBound; + if (!customPassQueueContainsOpaqueObjects) + return false; + + // Only Deferred rendering + if (HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly) + return false; + + return true; + } + + // Tell if we need to show the MSAA message info + bool ShowMsaaObjectInfo() + { + if (!HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.supportMSAA) + return false; + + if (m_Volume.injectionPoint != CustomPassInjectionPoint.AfterPostProcess && m_Volume.injectionPoint != CustomPassInjectionPoint.BeforePostProcess) + return false; + + return true; + } + void DoFilters(ref Rect rect) { m_FilterFoldout.boolValue = EditorGUI.Foldout(rect, m_FilterFoldout.boolValue, Styles.filtersHeader, true); @@ -161,15 +205,23 @@ void DoFilters(ref Rect rect) if (m_FilterFoldout.boolValue) { EditorGUI.indentLevel++; - //Render queue filter + EditorGUI.BeginProperty(rect, Styles.renderQueueFilter, m_RenderQueue); + // There is still a bug with SerializedReference and PropertyField so we can't use it yet // EditorGUI.PropertyField(rect, m_RenderQueue, Styles.renderQueueFilter); - // TODO: remove all this code when the fix for SerializedReference lands m_RenderQueue.intValue = (int)(CustomPass.RenderQueueType)EditorGUI.EnumPopup(rect, Styles.renderQueueFilter, (CustomPass.RenderQueueType)m_RenderQueue.intValue); + EditorGUI.EndProperty(); rect.y += Styles.defaultLineSpace; + if (ShowOpaqueObjectWarning()) + { + Rect helpBoxRect = rect; + helpBoxRect.xMin += EditorGUI.indentLevel * Styles.indentSpaceInPixels; + helpBoxRect.height = Styles.helpBoxHeight; + EditorGUI.HelpBox(helpBoxRect, Styles.opaqueObjectWithDeferred, MessageType.Error); + rect.y += Styles.helpBoxHeight; + } //Layer mask EditorGUI.PropertyField(rect, m_LayerMask, Styles.layerMask); rect.y += Styles.defaultLineSpace; - //Shader pass list EditorGUI.indentLevel--; } } @@ -178,9 +230,7 @@ void DoMaterialOverride(ref Rect rect) { //Override material EditorGUI.BeginChangeCheck(); - // TODO: remove all this code when the fix for SerializedReference lands - m_OverrideMaterial.objectReferenceValue = EditorGUI.ObjectField(rect, Styles.overrideMaterial, m_OverrideMaterial.objectReferenceValue, typeof(Material), false); - // EditorGUI.PropertyField(rect, m_OverrideMaterial, Styles.overrideMaterial); + EditorGUI.PropertyField(rect, m_OverrideMaterial, Styles.overrideMaterial); if (EditorGUI.EndChangeCheck()) { var mat = m_OverrideMaterial.objectReferenceValue as Material; @@ -193,37 +243,49 @@ void DoMaterialOverride(ref Rect rect) EditorGUI.indentLevel++; if (m_OverrideMaterial.objectReferenceValue) { - var mat = m_OverrideMaterial.objectReferenceValue as Material; - EditorGUI.BeginChangeCheck(); - int index = mat.FindPass(m_OverrideMaterialPassName.stringValue); - index = EditorGUI.IntPopup(rect, Styles.overrideMaterialPass, index, GetMaterialPassNames(mat), Enumerable.Range(0, mat.passCount).ToArray()); - if (EditorGUI.EndChangeCheck()) - m_OverrideMaterialPassName.stringValue = mat.GetPassName(index); + EditorGUI.BeginProperty(rect, Styles.overrideMaterialPass, m_OverrideMaterialPassName); + { + var mat = m_OverrideMaterial.objectReferenceValue as Material; + EditorGUI.BeginChangeCheck(); + int index = mat.FindPass(m_OverrideMaterialPassName.stringValue); + index = EditorGUI.IntPopup(rect, Styles.overrideMaterialPass, index, GetMaterialPassNames(mat), Enumerable.Range(0, mat.passCount).ToArray()); + if (EditorGUI.EndChangeCheck()) + m_OverrideMaterialPassName.stringValue = mat.GetPassName(index); + } + EditorGUI.EndProperty(); } else { + EditorGUI.BeginProperty(rect, Styles.renderQueueFilter, m_RenderQueue); + // There is still a bug with SerializedReference and PropertyField so we can't use it yet + // EditorGUI.PropertyField(rect, m_ShaderPass, Styles.shaderPass); m_ShaderPass.intValue = (int)(DrawRenderersCustomPass.ShaderPass)EditorGUI.EnumPopup(rect, Styles.shaderPass, (DrawRenderersCustomPass.ShaderPass)m_ShaderPass.intValue); + EditorGUI.EndProperty(); } EditorGUI.indentLevel--; rect.y += Styles.defaultLineSpace; - if (customDepthIsNone) - { - using (new EditorGUI.DisabledScope(true)) - EditorGUI.Toggle(rect, Styles.overrideDepth, false); - } - else + EditorGUI.BeginProperty(rect, Styles.overrideDepth, m_OverrideDepthState); { - m_OverrideDepthState.boolValue = EditorGUI.Toggle(rect, Styles.overrideDepth, m_OverrideDepthState.boolValue); + if (customDepthIsNone) + { + using (new EditorGUI.DisabledScope(true)) + EditorGUI.Toggle(rect, Styles.overrideDepth, false); + } + else + { + EditorGUI.PropertyField(rect, m_OverrideDepthState, Styles.overrideDepth); + } } + EditorGUI.EndProperty(); if (m_OverrideDepthState.boolValue && !customDepthIsNone) { EditorGUI.indentLevel++; rect.y += Styles.defaultLineSpace; - m_DepthCompareFunction.intValue = (int)(CompareFunction)EditorGUI.EnumPopup(rect, Styles.depthCompareFunction, (CompareFunction)m_DepthCompareFunction.intValue); + EditorGUI.PropertyField(rect, m_DepthCompareFunction, Styles.depthCompareFunction); rect.y += Styles.defaultLineSpace; - m_DepthWrite.boolValue = EditorGUI.Toggle(rect, Styles.depthWrite, m_DepthWrite.boolValue); + EditorGUI.PropertyField(rect, m_DepthWrite, Styles.depthWrite); EditorGUI.indentLevel--; } } @@ -268,7 +330,15 @@ bool IsHDRPShader() protected override float GetPassHeight(SerializedProperty customPass) { - float height = Styles.defaultLineSpace * (m_FilterFoldout.boolValue ? m_FilterLines : 1); + float height = Styles.defaultLineSpace; + + height += ShowMsaaObjectInfo() ? Styles.helpBoxHeight : 0; + + if (m_FilterFoldout.boolValue) + { + height += Styles.defaultLineSpace * m_FilterLines; + height += ShowOpaqueObjectWarning() ? Styles.helpBoxHeight : 0; + } height += Styles.defaultLineSpace; // add line for overrides dropdown if (m_RendererFoldout.boolValue) diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs index 909409738fa..7d52d4b7017 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/CustomPass/FullScreenCustomPassDrawer.cs @@ -54,19 +54,21 @@ protected override void DoPassGUI(SerializedProperty customPass, Rect rect) rect.y += Styles.defaultLineSpace; } - // TODO: remove all this code when the fix for SerializedReference lands - m_FullScreenPassMaterial.objectReferenceValue = EditorGUI.ObjectField(rect, Styles.fullScreenPassMaterial, m_FullScreenPassMaterial.objectReferenceValue, typeof(Material), false); - // EditorGUI.PropertyField(rect, m_FullScreenPassMaterial, Styles.fullScreenPassMaterial); + EditorGUI.PropertyField(rect, m_FullScreenPassMaterial, Styles.fullScreenPassMaterial); rect.y += Styles.defaultLineSpace; if (m_FullScreenPassMaterial.objectReferenceValue is Material mat) { using (new EditorGUI.IndentLevelScope()) { - EditorGUI.BeginChangeCheck(); - int index = mat.FindPass(m_MaterialPassName.stringValue); - index = EditorGUI.IntPopup(rect, Styles.materialPassName, index, GetMaterialPassNames(mat), Enumerable.Range(0, mat.passCount).ToArray()); - if (EditorGUI.EndChangeCheck()) - m_MaterialPassName.stringValue = mat.GetPassName(index); + EditorGUI.BeginProperty(rect, Styles.materialPassName, m_MaterialPassName); + { + EditorGUI.BeginChangeCheck(); + int index = mat.FindPass(m_MaterialPassName.stringValue); + index = EditorGUI.IntPopup(rect, Styles.materialPassName, index, GetMaterialPassNames(mat), Enumerable.Range(0, mat.passCount).ToArray()); + if (EditorGUI.EndChangeCheck()) + m_MaterialPassName.stringValue = mat.GetPassName(index); + } + EditorGUI.EndProperty(); } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs index 29c7745ea9b..1ef64600f1f 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDEditorUtils.cs @@ -287,6 +287,10 @@ public static IEnumerable EnumerateDisplayName(this SerializedProperty p yield return property.displayName; } + public static bool IsTargetAlive(this SerializedProperty property) + => property != null && property.serializedObject.targetObject != null && + !property.serializedObject.targetObject.Equals(null); + /// /// Helper to get an enum value from a SerializedProperty. /// This handle case where index do not correspond to enum value. diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs index e78b1a0adf4..d019df5a07b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.Skin.cs @@ -145,7 +145,7 @@ public class GeneralSection public static readonly GUIContent maxPonctualContent = EditorGUIUtility.TrTextContent("Maximum Punctual on Screen", "Sets the maximum number of Point and Spot Lights HDRP can handle on screen at once."); public static readonly GUIContent maxAreaContent = EditorGUIUtility.TrTextContent("Maximum Area on Screen", "Sets the maximum number of area Lights HDRP can handle on screen at once."); public static readonly GUIContent maxEnvContent = EditorGUIUtility.TrTextContent("Maximum Reflection Probes on Screen", "Sets the maximum number of Planar and Reflection Probes HDRP can handle on screen at once."); - public static readonly GUIContent maxDecalContent = EditorGUIUtility.TrTextContent("Maximum Decals on Screen", "Sets the maximum number of Decals HDRP can handle on screen at once."); + public static readonly GUIContent maxDecalContent = EditorGUIUtility.TrTextContent("Maximum Clustered Decals on Screen", "Sets the maximum number of decals that can affect transparent GameObjects on screen."); public static readonly GUIContent resolutionContent = EditorGUIUtility.TrTextContent("Resolution", "Specifies the resolution of the shadow Atlas."); public static readonly GUIContent directionalShadowPrecisionContent = EditorGUIUtility.TrTextContent("Directional Shadow Precision", "Select the shadow map bit depth, this forces HDRP to use selected bit depth for shadow maps."); @@ -184,6 +184,7 @@ public class GeneralSection public static readonly GUIContent XRSinglePass = EditorGUIUtility.TrTextContent("Single Pass", "When enabled, XR views are rendered simultaneously and the render loop is processed only once. This setting will improve CPU and GPU performance but will use more GPU memory."); public static readonly GUIContent XROcclusionMesh = EditorGUIUtility.TrTextContent("Occlusion Mesh", "When enabled, the occlusion mesh will be rendered for each view during the depth prepass to reduce shaded fragments."); + public static readonly GUIContent XRCameraJitter = EditorGUIUtility.TrTextContent("Camera Jitter", "When enabled, jitter will be added to the camera to provide more samples for temporal effects. This is usually not required in VR due to micro variations from the tracking."); public static readonly GUIContent lutSize = EditorGUIUtility.TrTextContent("Grading LUT Size", "Sets size of the internal and external color grading lookup textures (LUTs)."); public static readonly GUIContent lutFormat = EditorGUIUtility.TrTextContent("Grading LUT Format", "Specifies the encoding format for color grading lookup textures. Lower precision formats are faster and use less memory at the expense of color precision."); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs index 6da2fed2e01..8ecc4016043 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/HDRenderPipelineUI.cs @@ -221,17 +221,8 @@ static void Drawer_SectionCookies(SerializedHDRenderPipelineAsset serialized, Ed { GraphicsFormat cookieFormat = (GraphicsFormat)serialized.renderPipelineSettings.lightLoopSettings.cookieFormat.intValue; long currentCache = PowerOfTwoTextureAtlas.GetApproxCacheSizeInByte(1, serialized.renderPipelineSettings.lightLoopSettings.cookieAtlasSize.intValue, true, cookieFormat); - if (currentCache > HDRenderPipeline.k_MaxCacheSize) - { - int reserved = PowerOfTwoTextureAtlas.GetMaxCacheSizeForWeightInByte(HDRenderPipeline.k_MaxCacheSize, true, cookieFormat); - string message = string.Format(Styles.cacheErrorFormat, HDEditorUtils.HumanizeWeight(currentCache), reserved); - EditorGUILayout.HelpBox(message, MessageType.Error); - } - else - { - string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); - EditorGUILayout.HelpBox(message, MessageType.Info); - } + string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); + EditorGUILayout.HelpBox(message, MessageType.Info); } EditorGUI.BeginChangeCheck(); EditorGUILayout.PropertyField(serialized.renderPipelineSettings.lightLoopSettings.cookieAtlasLastValidMip, Styles.cookieAtlasLastValidMipContent); @@ -301,17 +292,8 @@ static void Drawer_SectionReflection(SerializedHDRenderPipelineAsset serialized, else { long currentCache = PlanarReflectionProbeCache.GetApproxCacheSizeInByte(1, serialized.renderPipelineSettings.lightLoopSettings.planarReflectionAtlasSize.intValue, GraphicsFormat.R16G16B16A16_UNorm); - if (currentCache > HDRenderPipeline.k_MaxCacheSize) - { - int reserved = PlanarReflectionProbeCache.GetMaxCacheSizeForWeightInByte(HDRenderPipeline.k_MaxCacheSize, GraphicsFormat.R16G16B16A16_UNorm); - string message = string.Format(Styles.cacheErrorFormat, HDEditorUtils.HumanizeWeight(currentCache), reserved); - EditorGUILayout.HelpBox(message, MessageType.Error); - } - else - { - string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); - EditorGUILayout.HelpBox(message, MessageType.Info); - } + string message = string.Format(Styles.cacheInfoFormat, HDEditorUtils.HumanizeWeight(currentCache)); + EditorGUILayout.HelpBox(message, MessageType.Info); } EditorGUILayout.PropertyField(serialized.renderPipelineSettings.lightLoopSettings.maxPlanarReflectionOnScreen, Styles.maxPlanarReflectionOnScreen); @@ -569,6 +551,7 @@ static void Drawer_SectionXRSettings(SerializedHDRenderPipelineAsset serialized, { EditorGUILayout.PropertyField(serialized.renderPipelineSettings.xrSettings.singlePass, Styles.XRSinglePass); EditorGUILayout.PropertyField(serialized.renderPipelineSettings.xrSettings.occlusionMesh, Styles.XROcclusionMesh); + EditorGUILayout.PropertyField(serialized.renderPipelineSettings.xrSettings.cameraJitter, Styles.XRCameraJitter); } static private bool m_ShowDoFLowQualitySection = false; diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs index 29d549abe84..47a76d8aca6 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/GlobalIlluminationEditor.cs @@ -68,7 +68,7 @@ public override void OnInspectorGUI() // If ray tracing is supported display the content of the volume component if (HDRenderPipeline.pipelineSupportsRayTracing) { - PropertyField(m_RayTracing); + PropertyField(m_RayTracing, EditorGUIUtility.TrTextContent("Ray Tracing (Preview)", "Enable ray traced global illumination.")); if (m_RayTracing.overrideState.boolValue && m_RayTracing.value.boolValue) { diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs index b78567f6538..f941761fa8c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Raytracing/RayTracingShaderPreprocessor.cs @@ -17,7 +17,8 @@ protected override bool DoShadersStripper(HDRenderPipelineAsset hdrpAsset, Shade || snippet.passName == "ForwardDXR" || snippet.passName == "VisibilityDXR" || snippet.passName == "PathTracingDXR" - || snippet.passName == "GBufferDXR") + || snippet.passName == "GBufferDXR" + || snippet.passName == "SubSurfaceDXR") return true; } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/ScalableSettingLevelParameterEditor.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/ScalableSettingLevelParameterEditor.cs index a41b0d596e9..de006eccc07 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/ScalableSettingLevelParameterEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/ScalableSettingLevelParameterEditor.cs @@ -22,13 +22,14 @@ public override bool OnGUI(SerializedDataParameter parameter, GUIContent title) rect.y += 2; rect.width -= 3; - o.levelAndOverride = SerializedScalableSettingValueUI.LevelFieldGUI( + var levelAndOverride = SerializedScalableSettingValueUI.LevelFieldGUI( rect, title, ScalableSettingSchema.GetSchemaOrNull(ScalableSettingSchemaId.With3Levels), level, useOverride ); + value.intValue = ScalableSettingLevelParameter.GetScalableSettingLevelParameterValue(levelAndOverride.level, levelAndOverride.useOverride); return true; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs index 221da9fe78b..f6e6d6084f3 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/DefaultSettingsPanel.cs @@ -22,12 +22,27 @@ public static SettingsProvider CreateSettingsProvider() keywords = SettingsProvider.GetSearchKeywordsFromGUIContentProperties() .Concat(SettingsProvider.GetSearchKeywordsFromGUIContentProperties()) .Concat(OverridableFrameSettingsArea.frameSettingsKeywords).ToArray(), - guiHandler = s_IMGUIImpl.OnGUI, + guiHandler = s_IMGUIImpl.DoGUI, }; } class DefaultSettingsPanelIMGUI { + // A wrapper for CoreEditorDrawers + class CoreEditorDrawerEditorWrapper : Editor, IDefaultFrameSettingsType + { + public FrameSettingsRenderType GetFrameSettingsType() + { + switch (HDRenderPipelineUI.selectedFrameSettings) + { + case HDRenderPipelineUI.SelectedFrameSettings.Camera: return FrameSettingsRenderType.Camera; + case HDRenderPipelineUI.SelectedFrameSettings.RealtimeReflection: return FrameSettingsRenderType.RealtimeReflection; + case HDRenderPipelineUI.SelectedFrameSettings.BakedOrCustomReflection: return FrameSettingsRenderType.CustomOrBakedReflection; + } + throw new Exception("unreachable"); + } + } + public class Styles { public const int labelWidth = 220; @@ -40,12 +55,15 @@ public class Styles } Vector2 m_ScrollViewPosition = Vector2.zero; - Editor m_Cached; + Editor m_CachedDefaultVolumeProfileEditor; + Editor m_CachedLookDevVolumeProfileEditor; ReorderableList m_BeforeTransparentCustomPostProcesses; ReorderableList m_BeforePostProcessCustomPostProcesses; ReorderableList m_AfterPostProcessCustomPostProcesses; + int m_CurrentVolumeProfileInstanceID; + private Editor m_Cache; - public void OnGUI(string searchContext) + public void DoGUI(string searchContext) { m_ScrollViewPosition = GUILayout.BeginScrollView(m_ScrollViewPosition, EditorStyles.largeLabel); Draw_GeneralSettings(); @@ -186,6 +204,7 @@ void Draw_VolumeInspector() var oldWidth = EditorGUIUtility.labelWidth; EditorGUIUtility.labelWidth = Styles.labelWidth; + EditorGUILayout.BeginHorizontal(); var asset = EditorDefaultSettings.GetOrAssignDefaultVolumeProfile(); var newAsset = (VolumeProfile)EditorGUILayout.ObjectField(Styles.defaultVolumeProfileLabel, asset, typeof(VolumeProfile), false); if (newAsset == null) @@ -199,14 +218,30 @@ void Draw_VolumeInspector() EditorUtility.SetDirty(hdrpAsset); } - Editor.CreateCachedEditor(asset, - Type.GetType("UnityEditor.Rendering.VolumeProfileEditor"), ref m_Cached); + if (GUILayout.Button(EditorGUIUtility.TrTextContent("New", "Create a new Volume Profile for default in your default resource folder (defined in Wizard)"), GUILayout.Width(38), GUILayout.Height(18))) + { + DefaultVolumeProfileCreator.CreateAndAssign(DefaultVolumeProfileCreator.Kind.Default); + } + EditorGUILayout.EndHorizontal(); + + // The state of the profile can change without the asset reference changing so in this case we need to reset the editor. + if (m_CurrentVolumeProfileInstanceID != asset.GetInstanceID() && m_CachedDefaultVolumeProfileEditor != null) + { + m_CurrentVolumeProfileInstanceID = asset.GetInstanceID(); + m_CachedDefaultVolumeProfileEditor = null; + } + + Editor.CreateCachedEditor(asset, Type.GetType("UnityEditor.Rendering.VolumeProfileEditor"), ref m_CachedDefaultVolumeProfileEditor); EditorGUIUtility.labelWidth -= 18; - m_Cached.OnInspectorGUI(); + bool oldEnabled = GUI.enabled; + GUI.enabled = AssetDatabase.IsOpenForEdit(asset); + m_CachedDefaultVolumeProfileEditor.OnInspectorGUI(); + GUI.enabled = oldEnabled; EditorGUIUtility.labelWidth = oldWidth; EditorGUILayout.Space(); + EditorGUILayout.BeginHorizontal(); var lookDevAsset = EditorDefaultSettings.GetOrAssignLookDevVolumeProfile(); EditorGUIUtility.labelWidth = 221; var newLookDevAsset = (VolumeProfile)EditorGUILayout.ObjectField(Styles.lookDevVolumeProfileLabel, lookDevAsset, typeof(VolumeProfile), false); @@ -220,6 +255,20 @@ void Draw_VolumeInspector() EditorUtility.SetDirty(hdrpAsset); } + if (GUILayout.Button(EditorGUIUtility.TrTextContent("New", "Create a new Volume Profile for default in your default resource folder (defined in Wizard)"), GUILayout.Width(38), GUILayout.Height(18))) + { + DefaultVolumeProfileCreator.CreateAndAssign(DefaultVolumeProfileCreator.Kind.LookDev); + } + EditorGUILayout.EndHorizontal(); + + Editor.CreateCachedEditor(lookDevAsset, Type.GetType("UnityEditor.Rendering.VolumeProfileEditor"), ref m_CachedLookDevVolumeProfileEditor); + EditorGUIUtility.labelWidth -= 18; + oldEnabled = GUI.enabled; + GUI.enabled = AssetDatabase.IsOpenForEdit(asset); + m_CachedLookDevVolumeProfileEditor.OnInspectorGUI(); + GUI.enabled = oldEnabled; + EditorGUIUtility.labelWidth = oldWidth; + if (lookDevAsset.Has()) EditorGUILayout.HelpBox("VisualEnvironment is not modifiable and will be overridden by the LookDev", MessageType.Warning); if (lookDevAsset.Has()) @@ -235,9 +284,65 @@ void Draw_DefaultFrameSettings() var serializedObject = new SerializedObject(hdrpAsset); var serializedHDRPAsset = new SerializedHDRenderPipelineAsset(serializedObject); - HDRenderPipelineUI.FrameSettingsSection.Draw(serializedHDRPAsset, null); + Editor.CreateCachedEditor(hdrpAsset, typeof(CoreEditorDrawerEditorWrapper), ref m_Cache); + + HDRenderPipelineUI.FrameSettingsSection.Draw(serializedHDRPAsset, m_Cache); serializedObject.ApplyModifiedProperties(); } } } + + class DefaultVolumeProfileCreator : ProjectWindowCallback.EndNameEditAction + { + public enum Kind { Default, LookDev } + Kind m_Kind; + + void SetKind(Kind kind) => m_Kind = kind; + + public override void Action(int instanceId, string pathName, string resourceFile) + { + var profile = VolumeProfileFactory.CreateVolumeProfileAtPath(pathName); + ProjectWindowUtil.ShowCreatedAsset(profile); + Assign(profile); + } + + void Assign(VolumeProfile profile) + { + var hdrpAsset = HDRenderPipeline.defaultAsset; + switch (m_Kind) + { + case Kind.Default: + hdrpAsset.defaultVolumeProfile = profile; + break; + case Kind.LookDev: + hdrpAsset.defaultLookDevProfile = profile; + break; + } + } + + static string GetDefaultName(Kind kind) + { + string defaultName; + switch (kind) + { + case Kind.Default: + defaultName = "DefaultVolumeSettingsProfile"; + break; + case Kind.LookDev: + defaultName = "LookDevVolumeSettingsProfile"; + break; + default: + defaultName = "N/A"; + break; + } + return defaultName; + } + + public static void CreateAndAssign(Kind kind) + { + var assetCreator = ScriptableObject.CreateInstance(); + assetCreator.SetKind(kind); + ProjectWindowUtil.StartNameEditingIfProjectWindowExists(assetCreator.GetInstanceID(), assetCreator, $"Assets/{HDProjectSettings.projectSettingsFolderPath}/{GetDefaultName(kind)}.asset", null, null); + } + } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/EditorDefaultSettings.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/EditorDefaultSettings.cs index 27aba1a3297..b08e0c09d33 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/EditorDefaultSettings.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/EditorDefaultSettings.cs @@ -23,8 +23,11 @@ internal static VolumeProfile GetOrAssignDefaultVolumeProfile() internal static VolumeProfile GetOrAssignDefaultVolumeProfile(HDRenderPipelineAsset hdrpAsset) { if (hdrpAsset.defaultVolumeProfile == null || hdrpAsset.defaultVolumeProfile.Equals(null)) + { hdrpAsset.defaultVolumeProfile = hdrpAsset.renderPipelineEditorResources.defaultSettingsVolumeProfile; + EditorUtility.SetDirty(hdrpAsset); + } return hdrpAsset.defaultVolumeProfile; } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs index 3a5972baca5..2e379bcedd1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/FrameSettingsUI.Drawers.cs @@ -45,6 +45,11 @@ public static MaterialQualityMode Into(this MaterialQuality quality) } } + interface IDefaultFrameSettingsType + { + FrameSettingsRenderType GetFrameSettingsType(); + } + partial class FrameSettingsUI { enum Expandable @@ -105,8 +110,11 @@ internal static CED.IDrawer InspectorInnerbox(bool withOverride = true) => CED.G RenderPipelineSettings hdrpSettings = GetHDRPAssetFor(owner).currentPlatformRenderPipelineSettings; if (hdrpSettings.supportRayTracing) { - if (serialized.IsEnabled(FrameSettingsField.AsyncCompute) ?? false) - EditorGUILayout.HelpBox("With Raytracing, the Asynchronous Execution will be forced to false", MessageType.Warning); + bool rtEffectUseAsync = (serialized.IsEnabled(FrameSettingsField.SSRAsync) ?? false) || (serialized.IsEnabled(FrameSettingsField.SSAOAsync) ?? false) + //|| (serialized.IsEnabled(FrameSettingsField.ContactShadowsAsync) ?? false) // Contact shadow async is not visible in the UI for now and defaults to true. + ; + if (rtEffectUseAsync) + EditorGUILayout.HelpBox("Asynchronous execution of Raytracing effects is not supported. Asynchronous Execution will be forced to false for them", MessageType.Warning); } })); @@ -129,14 +137,9 @@ static HDRenderPipelineAsset GetHDRPAssetFor(Editor owner) static FrameSettings GetDefaultFrameSettingsFor(Editor owner) { HDRenderPipelineAsset hdrpAsset = GetHDRPAssetFor(owner); - if (owner is IHDProbeEditor) - { - if ((owner as IHDProbeEditor).GetTarget(owner.target).mode == ProbeSettings.Mode.Realtime) - return hdrpAsset.GetDefaultFrameSettings(FrameSettingsRenderType.RealtimeReflection); - else - return hdrpAsset.GetDefaultFrameSettings(FrameSettingsRenderType.CustomOrBakedReflection); - } - return hdrpAsset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera); + return owner is IDefaultFrameSettingsType getType + ? hdrpAsset.GetDefaultFrameSettings(getType.GetFrameSettingsType()) + : hdrpAsset.GetDefaultFrameSettings(FrameSettingsRenderType.Camera); } static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized, Editor owner, bool withOverride) @@ -211,6 +214,7 @@ static void Drawer_SectionRenderingSettings(SerializedFrameSettings serialized, area.AmmendInfo(FrameSettingsField.RayTracing, overrideable: () => hdrpSettings.supportRayTracing); area.AmmendInfo(FrameSettingsField.MotionVectors, overrideable: () => hdrpSettings.supportMotionVectors); area.AmmendInfo(FrameSettingsField.ObjectMotionVectors, overrideable: () => hdrpSettings.supportMotionVectors); + area.AmmendInfo(FrameSettingsField.TransparentsWriteMotionVector, overrideable: () => hdrpSettings.supportMotionVectors); area.AmmendInfo(FrameSettingsField.Decals, overrideable: () => hdrpSettings.supportDecals); area.AmmendInfo(FrameSettingsField.Distortion, overrideable: () => hdrpSettings.supportDistortion); diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSetting.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSetting.cs index 29ffffe21c3..ddf918b1a6a 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSetting.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedScalableSetting.cs @@ -136,29 +136,55 @@ ScalableSettingSchema schema static void MultiField(Rect position, GUIContent[] subLabels, T[] values) where T: struct { + // The number of slots we need to fit into this rectangle var length = values.Length; - var num = (position.width - (float) (length - 1) * 3f) / (float) length; - var position1 = new Rect(position) - { - width = num - }; - var labelWidth = EditorGUIUtility.labelWidth; + + // Let's compute the space allocated for every field including the label + var num = position.width / (float) length; + + // Reset the indentation var indentLevel = EditorGUI.indentLevel; EditorGUI.indentLevel = 0; + + // Variable to keep track of the current pixel shift in the rectangle we were assigned for this whole section. + float pixelShift = 0; + + // Loop through the levels for (var index = 0; index < values.Length; ++index) { - EditorGUIUtility.labelWidth = CalcPrefixLabelWidth(subLabels[index], (GUIStyle) null); - if (typeof(T) == typeof(int)) - values[index] = (T)(object)EditorGUI.DelayedIntField(position1, subLabels[index], (int)(object)values[index]); - else if (typeof(T) == typeof(bool)) - values[index] = (T)(object)EditorGUI.Toggle(position1, subLabels[index], (bool)(object)values[index]); - else if (typeof(T) == typeof(float)) - values[index] = (T)(object)EditorGUI.FloatField(position1, subLabels[index], (float)(object)values[index]); - else - throw new ArgumentOutOfRangeException($"<{typeof(T)}> is not a supported type for multi field"); - position1.x += num + 4f; + // Let's first compute what is the width of the label of this scalable setting level + // We make sure that the label doesn't go beyond the space available for this scalable setting level + var labelWidth = Mathf.Clamp(CalcPrefixLabelWidth(subLabels[index], (GUIStyle)null), 0, num); + + // Draw the Label at the expected position + EditorGUI.LabelField(new Rect(position.x + pixelShift, position.y, labelWidth, position.height), subLabels[index]); + + // We need to remove from the position the label size that we've just drawn and shift by it's length + pixelShift += labelWidth; + + // The amount of space left for the field + float spaceLeft = num - labelWidth; + + // If at least two pixels are left to draw this field, draw it, otherwise, skip + if (spaceLeft > 2) + { + // Define the rectangle for the field + var fieldSlot = new Rect(position.x + pixelShift, position.y, num - labelWidth, position.height); + + // Draw the right field depending on its type. + if (typeof(T) == typeof(int)) + values[index] = (T)(object)EditorGUI.DelayedIntField(fieldSlot, (int)(object)values[index]); + else if (typeof(T) == typeof(bool)) + values[index] = (T)(object)EditorGUI.Toggle(fieldSlot, (bool)(object)values[index]); + else if (typeof(T) == typeof(float)) + values[index] = (T)(object)EditorGUI.FloatField(fieldSlot, (float)(object)values[index]); + else + throw new ArgumentOutOfRangeException($"<{typeof(T)}> is not a supported type for multi field"); + } + + // Shift by the slot that was left for the field + pixelShift += spaceLeft; } - EditorGUIUtility.labelWidth = labelWidth; EditorGUI.indentLevel = indentLevel; } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedXRSettings.cs b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedXRSettings.cs index 5ba0b879de7..4a462298ef0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedXRSettings.cs +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipeline/Settings/SerializedXRSettings.cs @@ -8,6 +8,7 @@ class SerializedXRSettings public SerializedProperty singlePass; public SerializedProperty occlusionMesh; + public SerializedProperty cameraJitter; public SerializedXRSettings(SerializedProperty root) { @@ -15,6 +16,7 @@ public SerializedXRSettings(SerializedProperty root) singlePass = root.Find((GlobalXRSettings s) => s.singlePass); occlusionMesh = root.Find((GlobalXRSettings s) => s.occlusionMesh); + cameraJitter = root.Find((GlobalXRSettings s) => s.cameraJitter); } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset index a5fe482a2e2..86c0e736098 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/DefaultSettingsVolumeProfile.asset @@ -87,10 +87,18 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 50 min: 0 + minDistance: + m_OverrideState: 0 + m_Value: 0 + min: 0 fadeDistance: m_OverrideState: 0 m_Value: 5 min: 0 + fadeInDistance: + m_OverrideState: 0 + m_Value: 0 + min: 0 m_SampleCount: m_OverrideState: 1 m_Value: 12 @@ -322,8 +330,8 @@ MonoBehaviour: m_OverrideState: 0 m_Value: 0 compensation: - m_OverrideState: 1 - m_Value: 1 + m_OverrideState: 0 + m_Value: 0 limitMin: m_OverrideState: 0 m_Value: -10 diff --git a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader index 016625fe061..ce8205d7e19 100644 --- a/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader +++ b/com.unity.render-pipelines.high-definition/Editor/RenderPipelineResources/Shaders/GUITextureBlit2SRGB.shader @@ -11,51 +11,51 @@ Shader "Hidden/GUITextureBlit2SRGB" { // Shader slightly adapted from the builtin renderer // It can consume an exposure texture to setup the exposure in the render - CGPROGRAM + HLSLPROGRAM + #pragma editor_sync_compilation + #pragma target 4.5 + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma vertex vert #pragma fragment frag - #pragma target 2.0 - #include "UnityCG.cginc" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/EditorShaderVariables.hlsl" - UNITY_DECLARE_SCREENSPACE_TEXTURE(_MainTex); - UNITY_DECLARE_TEX2D(_Exposure); + TEXTURE2D(_MainTex); + TEXTURE2D(_Exposure); uniform float4 _MainTex_ST; uniform float4 _Color; + uniform float _ExposureBias; + uniform float _MipLevel; uniform bool _ManualTex2SRGB; struct appdata_t { float4 vertex : POSITION; float2 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID }; struct v2f { float4 vertex : SV_POSITION; float2 texcoord : TEXCOORD0; - UNITY_VERTEX_INPUT_INSTANCE_ID - UNITY_VERTEX_OUTPUT_STEREO }; v2f vert (appdata_t v) { v2f o; - UNITY_SETUP_INSTANCE_ID(v); - UNITY_INITIALIZE_OUTPUT(v2f, o); - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); - o.vertex = UnityObjectToClipPos(v.vertex); + o.vertex = mul(unity_MatrixVP, v.vertex); o.texcoord = TRANSFORM_TEX(v.texcoord.xy, _MainTex); return o; } - fixed4 frag (v2f i) : SV_Target + float4 frag (v2f i) : SV_Target { - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); - fixed4 colTex = UNITY_SAMPLE_SCREENSPACE_TEXTURE(_MainTex, i.texcoord); - float exposure = UNITY_SAMPLE_TEX2D(_Exposure, float2(0, 0)).x; - return colTex * _Color * exposure; + float4 colTex = SAMPLE_TEXTURE2D_LOD(_MainTex, s_linear_clamp_sampler, i.texcoord, _MipLevel); + float exposure = SAMPLE_TEXTURE2D_LOD(_Exposure, s_linear_clamp_sampler, float2(0, 0), 0).x; + return colTex * _Color * exposure * exp2(_ExposureBias); } - ENDCG + ENDHLSL } } diff --git a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs index faab93991c0..53e7f002fa0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs +++ b/com.unity.render-pipelines.high-definition/Editor/ShaderGraph/HDSubShaderUtilities.cs @@ -33,8 +33,8 @@ struct UInt32_4 internal struct AttributesMesh { [Semantic("POSITION")] Vector3 positionOS; - [Semantic("NORMAL")][Optional] Vector3 normalOS; - [Semantic("TANGENT")][Optional] Vector4 tangentOS; // Stores bi-tangent sign in w + [Semantic("NORMAL")] Vector3 normalOS; + [Semantic("TANGENT")] Vector4 tangentOS; // Stores bi-tangent sign in w [Semantic("TEXCOORD0")][Optional] Vector4 uv0; [Semantic("TEXCOORD1")][Optional] Vector4 uv1; [Semantic("TEXCOORD2")][Optional] Vector4 uv2; @@ -567,7 +567,7 @@ static class HDSubShaderUtilities HDRPShaderStructs.VertexDescriptionInputs.dependencies }; - public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, ActiveFields activeFields, ShaderGenerator result, List sourceAssetDependencyPaths, bool vertexActive) + public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass, GenerationMode mode, ActiveFields activeFields, ShaderGenerator result, List sourceAssetDependencyPaths, bool vertexActive, bool isLit = true, bool instancingFlag = true) { string templatePath = Path.Combine(HDUtils.GetHDRenderPipelinePath(), "Editor/Material"); string templateLocation = Path.Combine(Path.Combine(Path.Combine(templatePath, pass.MaterialName), "ShaderGraph"), pass.TemplateName); @@ -779,17 +779,37 @@ public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass ShaderGenerator vertexGraphInputs = new ShaderGenerator(); ShaderSpliceUtil.BuildType(typeof(HDRPShaderStructs.VertexDescriptionInputs), activeFields, vertexGraphInputs, debugOutput); - - int instancedCount = sharedProperties.GetDotsInstancingPropertiesCount(mode); ShaderGenerator instancingOptions = new ShaderGenerator(); + + if (instancingFlag) { + int instancedCount = sharedProperties.GetDotsInstancingPropertiesCount(mode); + bool isDotsInstancing = masterNode is MasterNode node && node.dotsInstancing.isOn; + instancingOptions.AddShaderChunk("#pragma multi_compile_instancing", true); - if (masterNode is MasterNode node && node.dotsInstancing.isOn) + if (isDotsInstancing) { instancingOptions.AddShaderChunk("#define UNITY_DOTS_SHADER"); - instancingOptions.AddShaderChunk("#pragma instancing_options nolightprobe"); - instancingOptions.AddShaderChunk("#pragma instancing_options nolodfade"); + } + + if (isLit) + { + if (isDotsInstancing) + { + instancingOptions.AddShaderChunk("#pragma instancing_options nolightprobe"); + instancingOptions.AddShaderChunk("#pragma instancing_options nolodfade"); + } + else + { + instancingOptions.AddShaderChunk("#pragma instancing_options renderinglayer"); + } + } + + if (pass.ExtraInstancingOptions != null) + { + foreach (var instancingOption in pass.ExtraInstancingOptions) + instancingOptions.AddShaderChunk(instancingOption); } if (instancedCount > 0) @@ -800,22 +820,14 @@ public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass instancingOptions.AddShaderChunk("#if defined(UNITY_SUPPORT_INSTANCING) && defined(INSTANCING_ON)"); instancingOptions.AddShaderChunk("#define UNITY_DOTS_INSTANCING_ENABLED"); instancingOptions.AddShaderChunk("#endif"); - } - if (pass.ExtraInstancingOptions != null) - { - foreach (var instancingOption in pass.ExtraInstancingOptions) - instancingOptions.AddShaderChunk(instancingOption); - } - } - if (instancedCount > 0) - { - dotsInstancingCode.AppendLine("//-------------------------------------------------------------------------------------"); - dotsInstancingCode.AppendLine("// Dots Instancing vars"); - dotsInstancingCode.AppendLine("//-------------------------------------------------------------------------------------"); - dotsInstancingCode.AppendLine(""); + dotsInstancingCode.AppendLine("//-------------------------------------------------------------------------------------"); + dotsInstancingCode.AppendLine("// Dots Instancing vars"); + dotsInstancingCode.AppendLine("//-------------------------------------------------------------------------------------"); + dotsInstancingCode.AppendLine(""); - dotsInstancingCode.Append(sharedProperties.GetDotsInstancingPropertiesDeclaration(mode)); + dotsInstancingCode.Append(sharedProperties.GetDotsInstancingPropertiesDeclaration(mode)); + } } ShaderGenerator shaderStages = new ShaderGenerator(); @@ -829,6 +841,10 @@ public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass ShaderGenerator defines = new ShaderGenerator(); { + defines.AddShaderChunk("// Shared Graph Keywords"); + defines.AddShaderChunk(shaderKeywordDeclarations.ToString()); + defines.AddShaderChunk(shaderKeywordPermutations.ToString()); + defines.AddShaderChunk(string.Format("#define SHADERPASS {0}", pass.ShaderPassName), true); if (pass.ExtraDefines != null) { @@ -882,10 +898,6 @@ public static bool GenerateShaderPass(AbstractMaterialNode masterNode, Pass pass shaderPassIncludes.AddShaderChunk(include); } - defines.AddShaderChunk("// Shared Graph Keywords"); - defines.AddShaderChunk(shaderKeywordDeclarations.ToString()); - defines.AddShaderChunk(shaderKeywordPermutations.ToString()); - // build graph code var graph = new ShaderGenerator(); { @@ -1018,6 +1030,7 @@ public static void BuildRenderStatesFromPass( // Comment set of define for Forward Opaque pass in HDRP public static List s_ExtraDefinesForwardOpaque = new List() { + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", @@ -1030,6 +1043,7 @@ public static void BuildRenderStatesFromPass( public static List s_ExtraDefinesForwardTransparent = new List() { + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ DEBUG_DISPLAY", "#pragma multi_compile _ LIGHTMAP_ON", "#pragma multi_compile _ DIRLIGHTMAP_COMBINED", @@ -1043,6 +1057,7 @@ public static void BuildRenderStatesFromPass( public static List s_ExtraDefinesForwardMaterialDepthOrMotion = new List() { + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#define WRITE_NORMAL_BUFFER", "#pragma multi_compile _ WRITE_MSAA_DEPTH", HDLitSubShader.DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High) @@ -1050,6 +1065,7 @@ public static void BuildRenderStatesFromPass( public static List s_ExtraDefinesDepthOrMotion = new List() { + "#pragma only_renderers d3d11 playstation xboxone vulkan metal switch", "#pragma multi_compile _ WRITE_NORMAL_BUFFER", "#pragma multi_compile _ WRITE_MSAA_DEPTH", HDLitSubShader.DefineRaytracingKeyword(RayTracingNode.RaytracingVariant.High) @@ -1232,8 +1248,8 @@ public static void AddStencilShaderProperties(PropertyCollector collector, bool ); // All these properties values will be patched with the material keyword update - collector.AddIntProperty("_StencilRef", stencilRef); - collector.AddIntProperty("_StencilWriteMask", stencilWriteMask); + collector.AddIntProperty("_StencilRef", stencilRef); + collector.AddIntProperty("_StencilWriteMask", stencilWriteMask); // Depth prepass collector.AddIntProperty("_StencilRefDepth", stencilRefDepth); // Nothing collector.AddIntProperty("_StencilWriteMaskDepth", stencilWriteMaskDepth); // StencilUsage.TraceReflectionRay @@ -1244,8 +1260,8 @@ public static void AddStencilShaderProperties(PropertyCollector collector, bool collector.AddIntProperty("_StencilRefDistortionVec", (int)StencilUsage.DistortionVectors); collector.AddIntProperty("_StencilWriteMaskDistortionVec", (int)StencilUsage.DistortionVectors); // Gbuffer - collector.AddIntProperty("_StencilWriteMaskGBuffer", stencilWriteMaskGBuffer); - collector.AddIntProperty("_StencilRefGBuffer", stencilRefGBuffer); + collector.AddIntProperty("_StencilWriteMaskGBuffer", stencilWriteMaskGBuffer); + collector.AddIntProperty("_StencilRefGBuffer", stencilRefGBuffer); collector.AddIntProperty("_ZTestGBuffer", 4); collector.AddToggleProperty(kUseSplitLighting, splitLighting); @@ -1320,6 +1336,12 @@ public static void AddDoubleSidedProperty(PropertyCollector collector, DoubleSid }); } + public static void AddPrePostPassProperties(PropertyCollector collector, bool prepass, bool postpass) + { + collector.AddToggleProperty(kTransparentDepthPrepassEnable, prepass); + collector.AddToggleProperty(kTransparentDepthPostpassEnable, postpass); + } + public static string RenderQueueName(HDRenderQueue.RenderQueueType value) { switch (value) @@ -1357,7 +1379,7 @@ public static string RenderQueueName(HDRenderQueue.RenderQueueType value) public static System.Collections.Generic.List GetRenderingPassList(bool opaque, bool needAfterPostProcess) { // We can't use RenderPipelineManager.currentPipeline here because this is called before HDRP is created by SG window - bool supportsRayTracing = HDRenderPipeline.GatherRayTracingSupport(HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings); + bool supportsRayTracing = HDRenderPipeline.currentAsset && HDRenderPipeline.GatherRayTracingSupport(HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings); var result = new System.Collections.Generic.List(); if (opaque) { diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs index ce918bb696b..26a6e07fb47 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/AtmosphericScattering/FogEditor.cs @@ -106,22 +106,20 @@ public override void OnInspectorGUI() if (volumetricLightingAvailable) { PropertyField(m_EnableVolumetricFog, s_EnableVolumetricFog); - if (m_EnableVolumetricFog.value.boolValue) + + EditorGUI.indentLevel++; + PropertyField(m_Albedo, s_AlbedoLabel); + PropertyField(m_Anisotropy, s_AnisotropyLabel); + PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel); + + if (isInAdvancedMode) { - EditorGUI.indentLevel++; - PropertyField(m_Albedo, s_AlbedoLabel); - PropertyField(m_Anisotropy, s_AnisotropyLabel); - PropertyField(m_GlobalLightProbeDimmer, s_GlobalLightProbeDimmerLabel); - - if (isInAdvancedMode) - { - PropertyField(m_DepthExtent); - PropertyField(m_SliceDistributionUniformity); - PropertyField(m_Filter); - } - - EditorGUI.indentLevel--; + PropertyField(m_DepthExtent); + PropertyField(m_SliceDistributionUniformity); + PropertyField(m_Filter); } + + EditorGUI.indentLevel--; } } } diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs index aaeb2a91f92..53357c92561 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/HDLightingWindowEnvironmentSection.cs @@ -32,7 +32,6 @@ class SerializedStaticLightingSky { SerializedObject serializedObject; public SerializedProperty skyUniqueID; - public VolumeProfile volumeProfile { get => (serializedObject.targetObject as StaticLightingSky).profile; @@ -129,7 +128,15 @@ public override void OnInspectorGUI() EditorGUI.BeginChangeCheck(); DrawGUI(); if (EditorGUI.EndChangeCheck()) + { m_SerializedActiveSceneLightingSky.Apply(); + var hdrp = HDRenderPipeline.currentPipeline; + if (hdrp != null) + { + hdrp.RequestStaticSkyUpdate(); + SceneView.RepaintAll(); + } + } } void DrawGUI() @@ -148,7 +155,7 @@ void DrawGUI() line.yMax += 4; toggleValue = EditorGUI.Foldout(line, toggleValue, EditorGUIUtility.TrTextContent("Environment (HDRP)", "Sky lighting environment for active Scene"), Styles.headerStyle); - + EditorGUI.DrawRect(line, EditorGUIUtility.isProSkin ? new Color(1f, 1f, 1f, 0.03f) : new Color(1f, 1f, 1f, 0.2f)); @@ -169,7 +176,9 @@ void DrawGUI() var profile = m_SerializedActiveSceneLightingSky.volumeProfile; var newProfile = EditorGUILayout.ObjectField(EditorGUIUtility.TrTextContent("Profile"), profile, typeof(VolumeProfile), allowSceneObjects: false) as VolumeProfile; if (profile != newProfile) + { m_SerializedActiveSceneLightingSky.volumeProfile = newProfile; + } using (new EditorGUI.DisabledScope(m_SkyClassNames.Count == 1)) // Only "None" { diff --git a/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs b/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs index 7550148919a..ae2c4b2715d 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Sky/VisualEnvironmentEditor.cs @@ -80,9 +80,7 @@ public override void OnInspectorGUI() EditorGUILayout.IntPopup(m_SkyType.value, m_SkyClassNames.ToArray(), m_SkyUniqueIDs.ToArray(), EditorGUIUtility.TrTextContent("Type", "Specifies the type of sky this Volume uses.")); } } - if (m_SkyType.value.intValue != 0) - EditorGUILayout.HelpBox("You need to also add a Volume Component matching the selected type.", MessageType.Info); - PropertyField(m_SkyAmbientMode, EditorGUIUtility.TrTextContent("Ambient Mode")); + PropertyField(m_SkyAmbientMode, EditorGUIUtility.TrTextContent("Ambient Mode", "Specifies how the global ambient probe is computed. Dynamic will use the currently displayed sky and static will use the sky setup in the environment lighting panel.")); var staticLightingSky = SkyManager.GetStaticLightingSky(); if (m_SkyAmbientMode.value.GetEnumValue() == SkyAmbientMode.Static) diff --git a/com.unity.render-pipelines.high-definition/Editor/Unity.RenderPipelines.HighDefinition.Editor.asmdef b/com.unity.render-pipelines.high-definition/Editor/Unity.RenderPipelines.HighDefinition.Editor.asmdef index a60b36808c5..a2955e88f11 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Unity.RenderPipelines.HighDefinition.Editor.asmdef +++ b/com.unity.render-pipelines.high-definition/Editor/Unity.RenderPipelines.HighDefinition.Editor.asmdef @@ -25,6 +25,11 @@ "name": "com.unity.render-pipelines.high-definition", "expression": "0.0.0", "define": "HDRP_1_OR_NEWER" + }, + { + "name": "com.unity.xr.management", + "expression": "1.0.0", + "define": "ENABLE_XR_MANAGEMENT" } ] -} \ No newline at end of file +} diff --git a/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs b/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs index ba4382aa032..e474ad3aa5c 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Upgraders/UpgradeStandardShaderMaterials.cs @@ -18,6 +18,9 @@ static List GetHDUpgraders() upgraders.Add(new UnlitsToHDUnlitUpgrader("Unlit/Texture", "HDRP/Unlit")); upgraders.Add(new UnlitsToHDUnlitUpgrader("Unlit/Transparent", "HDRP/Unlit")); upgraders.Add(new UnlitsToHDUnlitUpgrader("Unlit/Transparent Cutout", "HDRP/Unlit")); + + upgraders.Add(new StandardsTerrainToHDTerrainLitUpgrader("Nature/Terrain/Standard", "HDRP/TerrainLit")); + return upgraders; } @@ -32,13 +35,37 @@ internal static void UpgradeMaterialsSelection() { MaterialUpgrader.UpgradeSelection(GetHDUpgraders(), "Upgrade to HD Material"); } + + [MenuItem("Edit/Render Pipeline/Upgrade Scene Terrains to High Definition Terrains", priority = CoreUtils.editMenuPriority2)] + static void UpgradeSceneTerrainsToHighDefinitionTerrains(MenuCommand menuCommand) + { + var LegacyDefaultTerrainMat = AssetDatabase.GetBuiltinExtraResource("Default-Terrain-Standard.mat"); + var HDRPTerrainMat = AssetDatabase.LoadAssetAtPath("Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Material/DefaultHDTerrainMaterial.mat"); + var terrainArray = UnityEngine.GameObject.FindObjectsOfType(); - [MenuItem("Edit/Render Pipeline/Upgrade Unity Builtin Scene Light Intensity for High Definition", priority = CoreUtils.editMenuPriority2)] + if(terrainArray.Length == 0) + { + Debug.LogWarning("No terrains were found in the scene."); + return; + } + + foreach (Terrain currentTerrain in terrainArray) + { + if(currentTerrain.materialTemplate == LegacyDefaultTerrainMat) + { + currentTerrain.materialTemplate = HDRPTerrainMat; + } + } + } + + + [MenuItem("Edit/Render Pipeline/Multiply Unity Builtin Directional Light Intensity to match High Definition", priority = CoreUtils.editMenuPriority2)] internal static void UpgradeLights() { Light[] lights = Light.GetLights(LightType.Directional, 0); foreach (var l in lights) { + Undo.RecordObject(l, "Light intensity x PI"); l.intensity *= Mathf.PI; } } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs index 630770484eb..bd047060442 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs @@ -105,7 +105,7 @@ public class HDRPLitInputProperties public class StandardProperties { [Range(0, 1), Tooltip("Controls the scale factor for the particle’s metallicity.")] - public float metallic = 0.5f; + public float metallic = 0.0f; } public class SpecularColorProperties diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepth.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepth.template index 42ee4dc8cb4..de17493e2c4 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepth.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepth.template @@ -7,6 +7,8 @@ Pass HLSLPROGRAM #define VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL + #pragma multi_compile _ WRITE_NORMAL_BUFFER + #pragma multi_compile _ WRITE_MSAA_DEPTH ${VFXIncludeRP("Templates/Mesh/PassDepthOrMV.template")} diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template index 7b001e67032..0cac1fe2922 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassDepthOrMV.template @@ -1,7 +1,6 @@ #pragma target 4.5 #define UNITY_MATERIAL_LIT -#pragma multi_compile _ WRITE_NORMAL_BUFFER struct ps_input { @@ -75,82 +74,4 @@ ${VFXHDRPLitFillVaryings} ${VFXEnd} ${VFXInclude("Shaders/ParticleMeshes/Pass.template")} -#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR -${VFXPassVelocityDefine} -#else -${VFXPassDepthDefine} -#endif -${VFXIncludeRP("VFXLit.template")} - -${SHADERGRAPH_PIXEL_CODE_DEPTHONLY} - -#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION -int _ObjectId; -int _PassValue; -#endif - -#pragma fragment frag -void frag(ps_input i -#if USE_DOUBLE_SIDED - , bool frontFace : SV_IsFrontFace -#endif - -#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR - , out float4 outMotionVector : SV_Target0 - #ifdef WRITE_NORMAL_BUFFER - , out float4 outNormalBuffer : SV_Target1 - #endif -#else - #ifdef WRITE_NORMAL_BUFFER - , out float4 outNormalBuffer : SV_Target0 - #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION - , out float4 outColor : SV_Target0 - #endif -#endif - ) -{ - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); - VFXTransformPSInputs(i); - ${VFXComputeNormalWS} - - #ifdef VFX_SHADERGRAPH - ${VFXAdditionalInterpolantsPreparation} - ${SHADERGRAPH_PIXEL_CALL_DEPTHONLY} - - float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA}; - #else - float alpha = VFXGetFragmentColor(i).a; - #if HDRP_USE_BASE_COLOR_MAP_ALPHA - alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a; - #endif - #endif - VFXClipFragmentColor(alpha,i); - - #ifdef WRITE_NORMAL_BUFFER - #ifndef VFX_SHADERGRAPH - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer); - #else - #if HAS_SHADERGRAPH_PARAM_NORMAL - float3 n = OUTSG.Normal_8; - normalWS = mul(n,tbn); - #endif - SurfaceData surface = (SurfaceData)0; - - surface.normalWS = normalWS; - - EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy, outNormalBuffer); - #endif - #endif - - #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR - ${VFXComputeOutputMotionVector} - outMotionVector = encodedMotionVector; - #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION - // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly - outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); - #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - //void - #else - #error VFX_PASSDEPTH undefined - #endif -} +${VFXPassDepthCommonFragmentLit} diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassVelocity.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassVelocity.template index cdb019c70c9..de1c08ddc8b 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassVelocity.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/Mesh/PassVelocity.template @@ -9,6 +9,8 @@ Pass HLSLPROGRAM #define VFX_PASSDEPTH VFX_PASSDEPTH_MOTION_VECTOR + #pragma multi_compile _ WRITE_NORMAL_BUFFER + #pragma multi_compile _ WRITE_MSAA_DEPTH ${VFXIncludeRP("Templates/Mesh/PassDepthOrMV.template")} ENDHLSL } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepth.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepth.template index 613cf05d3b3..ce8a3f56c54 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepth.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepth.template @@ -7,6 +7,8 @@ Pass HLSLPROGRAM #define VFX_PASSDEPTH VFX_PASSDEPTH_ACTUAL + #pragma multi_compile _ WRITE_NORMAL_BUFFER + #pragma multi_compile _ WRITE_MSAA_DEPTH ${VFXIncludeRP("Templates/PlanarPrimitive/PassDepthOrMV.template")} ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template index 052a22bdd23..abb859d54e1 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassDepthOrMV.template @@ -1,6 +1,5 @@ #pragma target 4.5 #define UNITY_MATERIAL_LIT -#pragma multi_compile _ WRITE_NORMAL_BUFFER #define NEEDS_NORMAL defined(WRITE_NORMAL_BUFFER) || FORCE_NORMAL_VARYING || SHADERGRAPH_NEEDS_NORMAL_DEPTHONLY #define NEEDS_TANGENT USE_NORMAL_MAP || USE_NORMAL_BENDING || SHADERGRAPH_NEEDS_TANGENT_DEPTHONLY @@ -81,84 +80,4 @@ ${VFXHDRPLitFillVaryings} ${VFXEnd} ${VFXInclude("Shaders/ParticlePlanarPrimitives/Pass.template")} -#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR -${VFXPassVelocityDefine} -#else -${VFXPassDepthDefine} -#endif -${VFXIncludeRP("VFXLit.template")} - -${SHADERGRAPH_PIXEL_CODE_DEPTHONLY} - -#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION -int _ObjectId; -int _PassValue; -#endif - -#pragma fragment frag -void frag(ps_input i -#if USE_DOUBLE_SIDED - , bool frontFace : SV_IsFrontFace -#endif - -#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR - , out float4 outMotionVector : SV_Target0 - #ifdef WRITE_NORMAL_BUFFER - , out float4 outNormalBuffer : SV_Target1 - #endif -#else - #ifdef WRITE_NORMAL_BUFFER - , out float4 outNormalBuffer : SV_Target0 - #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION - , out float4 outColor : SV_Target0 - #endif -#endif - ) -{ - UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); - VFXTransformPSInputs(i); - ${VFXComputeNormalWS} - - #ifdef VFX_SHADERGRAPH - - ${VFXAdditionalInterpolantsPreparation} - - ${SHADERGRAPH_PIXEL_CALL_DEPTHONLY} - - float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA}; - #else - float alpha = VFXGetFragmentColor(i).a; - #if HDRP_USE_BASE_COLOR_MAP_ALPHA - alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a; - #endif - #endif - VFXClipFragmentColor(alpha,i); - - #ifdef WRITE_NORMAL_BUFFER - #ifndef VFX_SHADERGRAPH - VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer); - #else - #if HAS_SHADERGRAPH_PARAM_NORMAL - float3 n = OUTSG.Normal_8; - normalWS = mul(n,tbn); - #endif - SurfaceData surface = (SurfaceData)0; - - surface.normalWS = normalWS; - - EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy, outNormalBuffer); - #endif - #endif - - #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR - ${VFXComputeOutputMotionVector} - outMotionVector = encodedMotionVector; - #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION - // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly - outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); - #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL - //void - #else - #error VFX_PASSDEPTH undefined - #endif -} +${VFXPassDepthCommonFragmentLit} diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassVelocity.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassVelocity.template index 576fdaa9457..8f5fd5cc481 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassVelocity.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/Templates/PlanarPrimitive/PassVelocity.template @@ -9,6 +9,8 @@ Pass HLSLPROGRAM #define VFX_PASSDEPTH VFX_PASSDEPTH_MOTION_VECTOR + #pragma multi_compile _ WRITE_NORMAL_BUFFER + #pragma multi_compile _ WRITE_MSAA_DEPTH ${VFXIncludeRP("Templates/PlanarPrimitive/PassDepthOrMV.template")} ENDHLSL } diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXPasses.template b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXPasses.template index e277a05b4d1..06aab10a488 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXPasses.template +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/Shaders/VFXPasses.template @@ -8,7 +8,9 @@ ${VFXBegin:VFXPassForwardDefine}#define SHADERPASS SHADERPASS_FORWARD_UNLIT${VFX ${VFXBegin:VFXPassShadowDefine}#define SHADERPASS SHADERPASS_SHADOWS${VFXEnd} ${VFXBegin:VFXPassVelocityDefine}#define SHADERPASS SHADERPASS_MOTION_VECTORS${VFXEnd} +${VFXBegin:VFXPassDepthAdditionalPragma}#pragma multi_compile _ WRITE_MSAA_DEPTH${VFXEnd} ${VFXBegin:VFXPassForwardAdditionalPragma}#pragma multi_compile _ DEBUG_DISPLAY${VFXEnd} +${VFXBegin:VFXPassVelocityAdditionalPragma}#pragma multi_compile _ WRITE_MSAA_DEPTH${VFXEnd} ${VFXBegin:VFXShaderGraphFunctionsInclude} #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" @@ -21,3 +23,106 @@ ${VFXBegin:VFXShaderGraphFunctionsInclude} #endif #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderGraphFunctions.hlsl" ${VFXEnd} + +${VFXBegin:VFXPassDepthCommonFragmentLit} +#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR +${VFXPassVelocityDefine} +#else +${VFXPassDepthDefine} +#endif +${VFXIncludeRP("VFXLit.template")} + +${SHADERGRAPH_PIXEL_CODE_DEPTHONLY} + +#if VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION +int _ObjectId; +int _PassValue; +#endif + +#pragma fragment frag +void frag(ps_input i +#if USE_DOUBLE_SIDED + , bool frontFace : SV_IsFrontFace +#endif +#if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR + #ifdef WRITE_MSAA_DEPTH + // We need the depth color as SV_Target0 for alpha to coverage + , out float4 outDepthColor : SV_Target0 + , out float4 outMotionVector : SV_Target1 + #ifdef WRITE_NORMAL_BUFFER + , out float4 outNormalBuffer : SV_Target2 + #endif + #else + // When no MSAA, the motion vector is always the first buffer + , out float4 outMotionVector : SV_Target0 + #ifdef WRITE_NORMAL_BUFFER + , out float4 outNormalBuffer : SV_Target1 + #endif + #endif +#elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL + #ifdef WRITE_MSAA_DEPTH + // We need the depth color as SV_Target0 for alpha to coverage + , out float4 outDepthColor : SV_Target0 + #ifdef WRITE_NORMAL_BUFFER + , out float4 outNormalBuffer : SV_Target1 + #endif + #elif defined(WRITE_NORMAL_BUFFER) + , out float4 outNormalBuffer : SV_Target0 + #endif +#elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION + , out float4 outColor : SV_Target0 +#endif +) +{ + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(i); + VFXTransformPSInputs(i); + ${VFXComputeNormalWS} + + #ifdef VFX_SHADERGRAPH + ${VFXAdditionalInterpolantsPreparation} + ${SHADERGRAPH_PIXEL_CALL_DEPTHONLY} + float alpha = OUTSG.${SHADERGRAPH_PARAM_ALPHA}; + #else + + float alpha = VFXGetFragmentColor(i).a; + + #if HDRP_USE_BASE_COLOR_MAP_ALPHA + alpha *= VFXGetTextureColor(VFX_SAMPLER(baseColorMap),i).a; + #endif + #endif + VFXClipFragmentColor(alpha,i); + + #ifdef WRITE_NORMAL_BUFFER + #ifndef VFX_SHADERGRAPH + VFXComputePixelOutputToNormalBuffer(i,normalWS,uvData,outNormalBuffer); + #else + #if HAS_SHADERGRAPH_PARAM_NORMAL + float3 n = OUTSG.Normal_8; + normalWS = mul(n,tbn); + #endif + SurfaceData surface = (SurfaceData)0; + surface.normalWS = normalWS; + EncodeIntoNormalBuffer(ConvertSurfaceDataToNormalData(surface), i.VFX_VARYING_POSCS.xy, outNormalBuffer); + #endif + #endif + + #ifdef WRITE_MSAA_DEPTH + outDepthColor = i.VFX_VARYING_POSCS.z; + #if VFX_USE_ALPHA_TO_MASK + outDepthColor.a = alpha; + #endif + #endif + + #if VFX_PASSDEPTH == VFX_PASSDEPTH_MOTION_VECTOR + ${VFXComputeOutputMotionVector} + outMotionVector = encodedMotionVector; + #elif VFX_PASSDEPTH == VFX_PASSDEPTH_SELECTION + // We use depth prepass for scene selection in the editor, this code allow to output the outline correctly + outColor = float4(_ObjectId, _PassValue, 1.0, 1.0); + #elif VFX_PASSDEPTH == VFX_PASSDEPTH_ACTUAL + //void + #else + #error VFX_PASSDEPTH undefined + #endif +} +${VFXEnd} diff --git a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs index 3bc160777a1..b0841e81161 100644 --- a/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs +++ b/com.unity.render-pipelines.high-definition/Editor/VFXGraph/VFXHDRPSubOutput.cs @@ -14,7 +14,7 @@ class VFXHDRPSubOutput : VFXSRPSubOutput public OpaqueRenderQueue opaqueRenderQueue = OpaqueRenderQueue.Default; [VFXSetting(VFXSettingAttribute.VisibleFlags.InInspector), Header("HDRP"), Tooltip("Specifies when in the render queue particles are drawn. This is useful for drawing particles behind refractive surfaces like frosted glass, for performance gains by rendering them in low resolution, or to draw particles after post processing so they are not affected by effects such as Depth of Field.")] - public TransparentRenderQueue transparentRenderQueue = TransparentRenderQueue.Default; + public TransparentRenderQueue transparentRenderQueue = TransparentRenderQueue.Default; // Caps public override bool supportsExposure { get { return true; } } @@ -34,17 +34,56 @@ protected override IEnumerable filteredOutSettings { get { - if (owner.isBlendModeOpaque) + if (!supportsQueueSelection) + { + yield return "transparentRenderQueue"; + yield return "opaqueRenderQueue"; + } + else if (owner.isBlendModeOpaque) yield return "transparentRenderQueue"; else yield return "opaqueRenderQueue"; } } + protected override void OnSettingModified(VFXSetting setting) + { + base.OnSettingModified(setting); + // Reset to default if render queue is invalid + if (setting.name == "transparentRenderQueue") + { + if (!supportsQueueSelection || (isLit && transparentRenderQueue == TransparentRenderQueue.AfterPostProcessing)) + transparentRenderQueue = TransparentRenderQueue.Default; + } + else if (setting.name == "opaqueRenderQueue") + { + if (!supportsQueueSelection || (isLit && opaqueRenderQueue == OpaqueRenderQueue.AfterPostProcessing)) + opaqueRenderQueue = OpaqueRenderQueue.Default; + } + } + + protected bool isLit => owner is VFXAbstractParticleHDRPLitOutput; + protected bool supportsQueueSelection => !(owner is VFXAbstractDistortionOutput); // TODO Should be made in a more abstract way + + public override IEnumerable GetFilteredOutEnumerators(string name) + { + if (isLit) + { + switch (name) + { + case "opaqueRenderQueue": + yield return (int)OpaqueRenderQueue.AfterPostProcessing; + break; + case "transparentRenderQueue": + yield return (int)TransparentRenderQueue.AfterPostProcessing; + break; + } + } + } + public override string GetBlendModeStr() { bool isOffscreen = transparentRenderQueue == TransparentRenderQueue.LowResolution || transparentRenderQueue == TransparentRenderQueue.AfterPostProcessing; - bool isLit = owner is VFXAbstractParticleHDRPLitOutput; switch (owner.blendMode) { case BlendMode.Additive: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute index f6f2fd5960d..2f237707c8e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/EncodeBC6H.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/BC6H.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch TextureCube _Source; RWTexture2DArray _Target; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute index e6b2b342afe..2e9ada88b0c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Core/CoreResources/GPUCopy.compute @@ -1,5 +1,5 @@ -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs index bb2ca768c52..82c52aec49a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Core/Textures/TextureCacheCubemap.cs @@ -189,7 +189,9 @@ public void Release() CoreUtils.Destroy(m_CubeBlitMaterial); } - m_Cache.Release(); + CoreUtils.Destroy(m_BlitCubemapFaceMaterial); + + CoreUtils.Destroy(m_Cache); } private bool TransferToPanoCache(CommandBuffer cmd, int sliceIndex, Texture[] textureArray) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader index 4b94f0429a2..b6d4ca81130 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugBlitQuad.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugBlitQuad" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag @@ -20,11 +20,11 @@ Shader "Hidden/HDRP/DebugBlitQuad" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" TEXTURE2D(_InputTexture); SAMPLER(sampler_InputTexture); float _Mipmap; + float _ApplyExposure; struct Attributes { @@ -48,7 +48,8 @@ Shader "Hidden/HDRP/DebugBlitQuad" float4 Frag(Varyings input) : SV_Target { - return SAMPLE_TEXTURE2D_LOD(_InputTexture, sampler_InputTexture, input.texcoord.xy, _Mipmap) * exp2(_DebugExposure); + float3 color = SAMPLE_TEXTURE2D_LOD(_InputTexture, sampler_InputTexture, input.texcoord.xy, _Mipmap).rgb; + return float4(color * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0); } ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader index 076a5c7f6ab..7a4af6079d8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugColorPicker.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugColorPicker" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag @@ -184,10 +184,6 @@ Shader "Hidden/HDRP/DebugColorPicker" if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) mouseResult = mouseResult * LUXMETER_COMPRESSION_RATIO; - // Reverse debug exposure in order to display the real values. - // _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C# - mouseResult = mouseResult / exp2(_DebugExposure); - result = DisplayPixelInformationAtMousePosition(input, result, mouseResult, mousePixelCoord); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs index 8f34f033a72..a8e6baff563 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs @@ -88,7 +88,7 @@ public class DebugDisplaySettings : IDebugData DebugUI.Widget[] m_DebugMaterialItems; DebugUI.Widget[] m_DebugLightingItems; DebugUI.Widget[] m_DebugRenderingItems; - DebugUI.Widget[] m_DebugDecalsItems; + DebugUI.Widget[] m_DebugDecalsAffectingTransparentItems; static GUIContent[] s_LightingFullScreenDebugStrings = null; static int[] s_LightingFullScreenDebugValues = null; @@ -98,6 +98,8 @@ public class DebugDisplaySettings : IDebugData static int[] s_MaterialFullScreenDebugValues = null; static GUIContent[] s_MsaaSamplesDebugStrings = null; static int[] s_MsaaSamplesDebugValues = null; + static GUIContent[] s_TileAndClusterDebugStrings = null; + static int[] s_TileAndClusterDebugValues = null; static List s_CameraNames = new List(); static GUIContent[] s_CameraNamesStrings = null; @@ -135,7 +137,7 @@ public class DebugData public LightingDebugSettings lightingDebugSettings = new LightingDebugSettings(); /// Current mip map debug settings. public MipMapDebugSettings mipMapDebugSettings = new MipMapDebugSettings(); - /// Current colorr picker debug settings. + /// Current color picker debug settings. public ColorPickerDebugSettings colorPickerDebugSettings = new ColorPickerDebugSettings(); /// Current false color debug settings. public FalseColorDebugSettings falseColorDebugSettings = new FalseColorDebugSettings(); @@ -208,6 +210,8 @@ internal DebugDisplaySettings() FillFullScreenDebugEnum(ref s_RenderingFullScreenDebugStrings, ref s_RenderingFullScreenDebugValues, FullScreenDebugMode.MinRenderingFullScreenDebug, FullScreenDebugMode.MaxRenderingFullScreenDebug); FillFullScreenDebugEnum(ref s_MaterialFullScreenDebugStrings, ref s_MaterialFullScreenDebugValues, FullScreenDebugMode.MinMaterialFullScreenDebug, FullScreenDebugMode.MaxMaterialFullScreenDebug); + FillTileClusterDebugEnum(); + s_MaterialFullScreenDebugStrings[(int)FullScreenDebugMode.ValidateDiffuseColor - ((int)FullScreenDebugMode.MinMaterialFullScreenDebug)] = new GUIContent("Diffuse Color"); s_MaterialFullScreenDebugStrings[(int)FullScreenDebugMode.ValidateSpecularColor - ((int)FullScreenDebugMode.MinMaterialFullScreenDebug)] = new GUIContent("Metal or SpecularColor"); @@ -606,7 +610,7 @@ void RegisterMaterialDebug() { var list = new List(); - list.Add(new DebugUI.EnumField { displayName = "Common Material Property", getter = () => (int)data.materialDebugSettings.debugViewMaterialCommonValue, setter = value => SetDebugViewCommonMaterialProperty((MaterialSharedProperty)value), autoEnum = typeof(MaterialSharedProperty), getIndex = () => (int)data.materialDebugSettings.debugViewMaterialCommonValue, setIndex = value => { data.ResetExclusiveEnumIndices(); data.materialDebugSettings.debugViewMaterialCommonValue = (MaterialSharedProperty)value; } }); + list.Add(new DebugUI.EnumField { displayName = "Common Material Properties", getter = () => (int)data.materialDebugSettings.debugViewMaterialCommonValue, setter = value => SetDebugViewCommonMaterialProperty((MaterialSharedProperty)value), autoEnum = typeof(MaterialSharedProperty), getIndex = () => (int)data.materialDebugSettings.debugViewMaterialCommonValue, setIndex = value => { data.ResetExclusiveEnumIndices(); data.materialDebugSettings.debugViewMaterialCommonValue = (MaterialSharedProperty)value; } }); list.Add( new DebugUI.EnumField { displayName = "Material", getter = () => (data.materialDebugSettings.debugViewMaterial[0]) == 0 ? 0 : data.materialDebugSettings.debugViewMaterial[1], setter = value => SetDebugViewMaterial(value), enumNames = MaterialDebugSettings.debugViewMaterialStrings, enumValues = MaterialDebugSettings.debugViewMaterialValues, getIndex = () => data.materialDebugSettings.materialEnumIndex, setIndex = value => { data.ResetExclusiveEnumIndices(); data.materialDebugSettings.materialEnumIndex = value; } }); list.Add( new DebugUI.EnumField { displayName = "Engine", getter = () => data.materialDebugSettings.debugViewEngine, setter = value => SetDebugViewEngine(value), enumNames = MaterialDebugSettings.debugViewEngineStrings, enumValues = MaterialDebugSettings.debugViewEngineValues, getIndex = () => data.engineEnumIndex, setIndex = value => { data.ResetExclusiveEnumIndices(); data.engineEnumIndex = value; } }); list.Add( new DebugUI.EnumField { displayName = "Attributes", getter = () => (int)data.materialDebugSettings.debugViewVarying, setter = value => SetDebugViewVarying((DebugViewVarying)value), autoEnum = typeof(DebugViewVarying), getIndex = () => data.attributesEnumIndex, setIndex = value => { data.ResetExclusiveEnumIndices(); data.attributesEnumIndex = value; } }); @@ -648,7 +652,7 @@ void RefreshLightingDebug(DebugUI.Field field, T value) void RefreshDecalsDebug(DebugUI.Field field, T value) { - UnregisterDebugItems(k_PanelDecals, m_DebugDecalsItems); + UnregisterDebugItems(k_PanelDecals, m_DebugDecalsAffectingTransparentItems); RegisterDecalsDebug(); } @@ -675,7 +679,7 @@ void RegisterLightingDebug() new DebugUI.BoolField { displayName = "Show Directional Lights", getter = () => data.lightingDebugSettings.showDirectionalLight, setter = value => data.lightingDebugSettings.showDirectionalLight = value }, new DebugUI.BoolField { displayName = "Show Punctual Lights", getter = () => data.lightingDebugSettings.showPunctualLight, setter = value => data.lightingDebugSettings.showPunctualLight = value }, new DebugUI.BoolField { displayName = "Show Area Lights", getter = () => data.lightingDebugSettings.showAreaLight, setter = value => data.lightingDebugSettings.showAreaLight = value }, - new DebugUI.BoolField { displayName = "Show Reflection Probe", getter = () => data.lightingDebugSettings.showReflectionProbe, setter = value => data.lightingDebugSettings.showReflectionProbe = value }, + new DebugUI.BoolField { displayName = "Show Reflection Probes", getter = () => data.lightingDebugSettings.showReflectionProbe, setter = value => data.lightingDebugSettings.showReflectionProbe = value }, } }); @@ -854,7 +858,7 @@ void RegisterLightingDebug() }); } - list.Add(new DebugUI.BoolField { displayName = "Override AmbientOcclusion", getter = () => data.lightingDebugSettings.overrideAmbientOcclusion, setter = value => data.lightingDebugSettings.overrideAmbientOcclusion = value, onValueChanged = RefreshLightingDebug }); + list.Add(new DebugUI.BoolField { displayName = "Override Ambient Occlusion", getter = () => data.lightingDebugSettings.overrideAmbientOcclusion, setter = value => data.lightingDebugSettings.overrideAmbientOcclusion = value, onValueChanged = RefreshLightingDebug }); if (data.lightingDebugSettings.overrideAmbientOcclusion) { list.Add(new DebugUI.Container @@ -885,7 +889,7 @@ void RegisterLightingDebug() { children = { - new DebugUI.EnumField { displayName = "Tile/Cluster Debug By Category", getter = () => (int)data.lightingDebugSettings.tileClusterDebugByCategory, setter = value => data.lightingDebugSettings.tileClusterDebugByCategory = (TileClusterCategoryDebug)value, autoEnum = typeof(TileClusterCategoryDebug), getIndex = () => data.tileClusterDebugByCategoryEnumIndex, setIndex = value => data.tileClusterDebugByCategoryEnumIndex = value } + new DebugUI.EnumField { displayName = "Tile/Cluster Debug By Category", getter = () => (int)data.lightingDebugSettings.tileClusterDebugByCategory, setter = value => data.lightingDebugSettings.tileClusterDebugByCategory = (TileClusterCategoryDebug)value, enumNames = s_TileAndClusterDebugStrings, enumValues = s_TileAndClusterDebugValues, getIndex = () => data.tileClusterDebugByCategoryEnumIndex, setIndex = value => data.tileClusterDebugByCategoryEnumIndex = value } } }); } @@ -905,14 +909,11 @@ void RegisterLightingDebug() list.Add(new DebugUI.BoolField { displayName = "Display Light Volumes", getter = () => data.lightingDebugSettings.displayLightVolumes, setter = value => data.lightingDebugSettings.displayLightVolumes = value, onValueChanged = RefreshLightingDebug }); if (data.lightingDebugSettings.displayLightVolumes) { - list.Add(new DebugUI.Container + list.Add(new DebugUI.EnumField { displayName = "Light Volume Debug Type", getter = () => (int)data.lightingDebugSettings.lightVolumeDebugByCategory, setter = value => data.lightingDebugSettings.lightVolumeDebugByCategory = (LightVolumeDebug)value, autoEnum = typeof(LightVolumeDebug), getIndex = () => data.lightVolumeDebugTypeEnumIndex, setIndex = value => data.lightVolumeDebugTypeEnumIndex = value, onValueChanged = RefreshLightingDebug }); + if (data.lightingDebugSettings.lightVolumeDebugByCategory == LightVolumeDebug.Gradient) { - children = - { - new DebugUI.EnumField { displayName = "Light Volume Debug Type", getter = () => (int)data.lightingDebugSettings.lightVolumeDebugByCategory, setter = value => data.lightingDebugSettings.lightVolumeDebugByCategory = (LightVolumeDebug)value, autoEnum = typeof(LightVolumeDebug), getIndex = () => data.lightVolumeDebugTypeEnumIndex, setIndex = value => data.lightVolumeDebugTypeEnumIndex = value }, - new DebugUI.UIntField { displayName = "Max Debug Light Count", getter = () => (uint)data.lightingDebugSettings.maxDebugLightCount, setter = value => data.lightingDebugSettings.maxDebugLightCount = value, min = () => 0, max = () => 24, incStep = 1 } - } - }); + list.Add(new DebugUI.UIntField { displayName = "Max Debug Light Count", getter = () => (uint)data.lightingDebugSettings.maxDebugLightCount, setter = value => data.lightingDebugSettings.maxDebugLightCount = value, min = () => 0, max = () => 24, incStep = 1 }); + } } list.Add(new DebugUI.BoolField { displayName = "Display Cookie Atlas", getter = () => data.lightingDebugSettings.displayCookieAtlas, setter = value => data.lightingDebugSettings.displayCookieAtlas = value, onValueChanged = RefreshLightingDebug}); @@ -955,11 +956,7 @@ void RegisterLightingDebug() list.Add(new DebugUI.FloatField { displayName = "Debug Overlay Screen Ratio", getter = () => data.debugOverlayRatio, setter = v => data.debugOverlayRatio = v, min = () => 0.1f, max = () => 1f}); - if (DebugNeedsExposure() || data.lightingDebugSettings.displaySkyReflection - || data.lightingDebugSettings.displayPlanarReflectionProbeAtlas - || data.lightingDebugSettings.displayCookieAtlas - || data.lightingDebugSettings.displayCookieCubeArray) - list.Add(new DebugUI.FloatField { displayName = "Debug Exposure", getter = () => data.lightingDebugSettings.debugExposure, setter = value => data.lightingDebugSettings.debugExposure = value }); + list.Add(new DebugUI.FloatField { displayName = "Debug Exposure Compensation", getter = () => data.lightingDebugSettings.debugExposure, setter = value => data.lightingDebugSettings.debugExposure = value }); m_DebugLightingItems = list.ToArray(); var panel = DebugManager.instance.GetPanel(k_PanelLighting, true); @@ -1052,14 +1049,17 @@ void RegisterRenderingDebug() void RegisterDecalsDebug() { - m_DebugDecalsItems = new DebugUI.Widget[] + m_DebugDecalsAffectingTransparentItems = new DebugUI.Widget[] { new DebugUI.BoolField { displayName = "Display Atlas", getter = () => data.decalsDebugSettings.displayAtlas, setter = value => data.decalsDebugSettings.displayAtlas = value}, - new DebugUI.UIntField { displayName = "Mip Level", getter = () => data.decalsDebugSettings.mipLevel, setter = value => data.decalsDebugSettings.mipLevel = value, min = () => 0u, max = () => (uint)(RenderPipelineManager.currentPipeline as HDRenderPipeline).GetDecalAtlasMipCount() } + new DebugUI.UIntField { displayName = "Mip Level", getter = () => data.decalsDebugSettings.mipLevel, setter = value => data.decalsDebugSettings.mipLevel = value, min = () => 0u, max = () => (uint)(RenderPipelineManager.currentPipeline as HDRenderPipeline)?.GetDecalAtlasMipCount() } }; var panel = DebugManager.instance.GetPanel(k_PanelDecals, true); - panel.children.Add(m_DebugDecalsItems); + var decalAffectingTransparent = new DebugUI.Container() { displayName = "Decals Affecting Transparent Objects" }; + decalAffectingTransparent.children.Add(m_DebugDecalsAffectingTransparentItems); + + panel.children.Add(decalAffectingTransparent); } internal void RegisterDebug() @@ -1074,7 +1074,7 @@ internal void RegisterDebug() internal void UnregisterDebug() { - UnregisterDebugItems(k_PanelDecals, m_DebugDecalsItems); + UnregisterDebugItems(k_PanelDecals, m_DebugDecalsAffectingTransparentItems); DisableProfilingRecorders(); UnregisterDebugItems(k_PanelDisplayStats, m_DebugDisplayStatsItems); @@ -1107,6 +1107,20 @@ void FillFullScreenDebugEnum(ref GUIContent[] strings, ref int[] values, FullScr index++; } } + void FillTileClusterDebugEnum() + { + string[] names = Enum.GetNames(typeof(TileClusterCategoryDebug)); + for(int i=0; i new GUIContent(t)) + .ToArray(); + s_TileAndClusterDebugValues = (int[])Enum.GetValues(typeof(TileClusterCategoryDebug)); + } static string FormatVector(Vector3 v) { @@ -1148,7 +1162,6 @@ internal static void UnRegisterCamera(IFrameSettingsHistoryContainer container) internal bool IsDebugDisplayRemovePostprocess() { - // We want to keep post process when only the override more are enabled and none of the other return data.materialDebugSettings.IsDebugDisplayEnabled() || data.lightingDebugSettings.IsDebugDisplayRemovePostprocess() || data.mipMapDebugSettings.IsDebugDisplayEnabled(); } @@ -1173,14 +1186,28 @@ internal void UpdateCameraFreezeOptions() } } + internal bool DebugHideSky(HDCamera hdCamera) + { + return (IsMatcapViewEnabled(hdCamera) || + GetDebugLightingMode() == DebugLightingMode.DiffuseLighting || + GetDebugLightingMode() == DebugLightingMode.SpecularLighting || + GetDebugLightingMode() == DebugLightingMode.DirectDiffuseLighting || + GetDebugLightingMode() == DebugLightingMode.DirectSpecularLighting || + GetDebugLightingMode() == DebugLightingMode.IndirectDiffuseLighting || + GetDebugLightingMode() == DebugLightingMode.ReflectionLighting || + GetDebugLightingMode() == DebugLightingMode.RefractionLighting + ); + } + internal bool DebugNeedsExposure() { DebugLightingMode debugLighting = data.lightingDebugSettings.debugLightingMode; DebugViewGbuffer debugGBuffer = (DebugViewGbuffer)data.materialDebugSettings.debugViewGBuffer; - return (debugLighting == DebugLightingMode.DiffuseLighting || debugLighting == DebugLightingMode.SpecularLighting || debugLighting == DebugLightingMode.VisualizeCascade) || - (data.lightingDebugSettings.overrideAlbedo || data.lightingDebugSettings.overrideNormal || data.lightingDebugSettings.overrideSmoothness || data.lightingDebugSettings.overrideSpecularColor || data.lightingDebugSettings.overrideEmissiveColor || data.lightingDebugSettings.overrideAmbientOcclusion) || - (debugGBuffer == DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive) || - (data.fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.LightCluster || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceShadows || data.fullScreenDebugMode == FullScreenDebugMode.NanTracker || data.fullScreenDebugMode == FullScreenDebugMode.ColorLog) || data.fullScreenDebugMode == FullScreenDebugMode.RayTracedGlobalIllumination; + return (debugLighting == DebugLightingMode.DirectDiffuseLighting || debugLighting == DebugLightingMode.DirectSpecularLighting || debugLighting == DebugLightingMode.IndirectDiffuseLighting || debugLighting == DebugLightingMode.ReflectionLighting || debugLighting == DebugLightingMode.RefractionLighting || debugLighting == DebugLightingMode.EmissiveLighting || + debugLighting == DebugLightingMode.DiffuseLighting || debugLighting == DebugLightingMode.SpecularLighting || debugLighting == DebugLightingMode.VisualizeCascade) || + (data.lightingDebugSettings.overrideAlbedo || data.lightingDebugSettings.overrideNormal || data.lightingDebugSettings.overrideSmoothness || data.lightingDebugSettings.overrideSpecularColor || data.lightingDebugSettings.overrideEmissiveColor || data.lightingDebugSettings.overrideAmbientOcclusion) || + (debugGBuffer == DebugViewGbuffer.BakeDiffuseLightingWithAlbedoPlusEmissive) || (data.lightingDebugSettings.debugLightFilterMode != DebugLightFilterMode.None) || + (data.fullScreenDebugMode == FullScreenDebugMode.PreRefractionColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.FinalColorPyramid || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceReflections || data.fullScreenDebugMode == FullScreenDebugMode.LightCluster || data.fullScreenDebugMode == FullScreenDebugMode.ScreenSpaceShadows || data.fullScreenDebugMode == FullScreenDebugMode.NanTracker || data.fullScreenDebugMode == FullScreenDebugMode.ColorLog) || data.fullScreenDebugMode == FullScreenDebugMode.RayTracedGlobalIllumination; } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl index 12122d7278f..5228a540a28 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl @@ -32,7 +32,6 @@ float4 _DebugLightingMaterialValidateLowColor; float4 _DebugLightingMaterialValidatePureMetalColor; float4 _MousePixelCoord; // xy unorm, zw norm float4 _MouseClickPixelCoord; // xy unorm, zw norm -float _DebugExposure; int _MatcapMixAlbedo; int _MatcapViewScale; uint _DebugContactShadowLightIndex; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader index b72f5797b1c..1cf2ed0909a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplayLatlong.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugDisplayLatlong" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag @@ -20,12 +20,12 @@ Shader "Hidden/HDRP/DebugDisplayLatlong" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl" TEXTURECUBE_ARRAY(_InputCubemap); SAMPLER(sampler_InputCubemap); float _Mipmap; float _SliceIndex; + float _ApplyExposure; struct Attributes { @@ -54,7 +54,9 @@ Shader "Hidden/HDRP/DebugDisplayLatlong" _InputCubemap.GetDimensions(0, width, height, depth, mipCount); mipCount = clamp(mipCount, 0, UNITY_SPECCUBE_LOD_STEPS); - return SAMPLE_TEXTURECUBE_ARRAY_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _SliceIndex, _Mipmap * mipCount) * exp2(_DebugExposure); + float3 skyColor = SAMPLE_TEXTURECUBE_ARRAY_LOD(_InputCubemap, sampler_InputCubemap, LatlongToDirectionCoordinate(input.texcoord.xy), _SliceIndex, _Mipmap * mipCount).rgb; + + return float4(skyColor * (_ApplyExposure > 0.0 ? GetCurrentExposureMultiplier() : 1.0), 1.0); } ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader index f5bfaf2b24b..25df25c66a6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugFullScreen.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugFullScreen" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.compute b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.compute index 2d0faa53454..b5d937b117d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.compute @@ -7,9 +7,6 @@ // Tile size of this compute #define DEBUG_LIGHT_VOLUME_TILE_SIZE 8 -// The pixel radius to switch on the edge color -#define RADIUS_PIXEL_BORDER 1 - // Input Runtime textures TEXTURE2D_X_FLOAT(_DebugLightCountBuffer); TEXTURE2D_X(_DebugColorAccumulationBuffer); @@ -17,6 +14,8 @@ TEXTURE2D_X(_DebugColorAccumulationBuffer); // Data used for the computation Texture2D _ColorGradientTexture; int _MaxDebugLightCount; +// The pixel radius to switch on the edge color +float _BorderRadius; // output texture RW_TEXTURE2D_X(float4, _DebugLightVolumesTexture); @@ -58,9 +57,9 @@ void LightVolumeColors(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 group // Look around this pixel to check if this should be displayed as a border float maxLightCount = lightCount; bool isBorder = false; - for (int radiusX = -RADIUS_PIXEL_BORDER; radiusX <= RADIUS_PIXEL_BORDER; ++radiusX) + for (float radiusX = -_BorderRadius; radiusX <= _BorderRadius; ++radiusX) { - for (int radiusY = -RADIUS_PIXEL_BORDER; radiusY <= RADIUS_PIXEL_BORDER; ++radiusY) + for (float radiusY = -_BorderRadius; radiusY <= _BorderRadius; ++radiusY) { // Compute the target pixel int2 targetpixel = int2((uint)currentPixelCoordinate.x + radiusX, (uint)currentPixelCoordinate.y + radiusY); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.cs index a1109365009..6f09825a3dc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugLightVolumes.cs @@ -34,6 +34,7 @@ class DebugLightVolumes public static readonly int _DebugLightVolumesTextureShaderID = Shader.PropertyToID("_DebugLightVolumesTexture"); public static readonly int _ColorGradientTextureShaderID = Shader.PropertyToID("_ColorGradientTexture"); public static readonly int _MaxDebugLightCountShaderID = Shader.PropertyToID("_MaxDebugLightCount"); + public static readonly int _BorderRadiusShaderID = Shader.PropertyToID("_BorderRadius"); // Render target array for the prepass RenderTargetIdentifier[] m_RTIDs = new RenderTargetIdentifier[2]; @@ -83,20 +84,26 @@ public struct RenderLightVolumesParameters public ComputeShader debugLightVolumeCS; public int debugLightVolumeKernel; public int maxDebugLightCount; + public float borderRadius; public Texture2D colorGradientTexture; + public bool lightOverlapEnabled; } public RenderLightVolumesParameters PrepareLightVolumeParameters(HDCamera hdCamera, LightingDebugSettings lightDebugSettings, CullingResults cullResults) { var parameters = new RenderLightVolumesParameters(); + bool lightOverlapEnabled = CoreUtils.IsLightOverlapDebugEnabled(hdCamera.camera); + bool useColorAndEdge = lightDebugSettings.lightVolumeDebugByCategory == LightVolumeDebug.ColorAndEdge || lightOverlapEnabled; parameters.hdCamera = hdCamera; parameters.cullResults = cullResults; parameters.debugLightVolumeMaterial = m_DebugLightVolumeMaterial; parameters.debugLightVolumeCS = m_DebugLightVolumeCompute; - parameters.debugLightVolumeKernel = lightDebugSettings.lightVolumeDebugByCategory == LightVolumeDebug.ColorAndEdge ? m_DebugLightVolumeColorsKernel : m_DebugLightVolumeGradientKernel; + parameters.debugLightVolumeKernel = useColorAndEdge ? m_DebugLightVolumeColorsKernel : m_DebugLightVolumeGradientKernel; parameters.maxDebugLightCount = (int)lightDebugSettings.maxDebugLightCount; + parameters.borderRadius = lightOverlapEnabled ? 0.5f : 1f; parameters.colorGradientTexture = m_ColorGradientTexture; + parameters.lightOverlapEnabled = lightOverlapEnabled; return parameters; } @@ -111,101 +118,69 @@ public static void RenderLightVolumes(CommandBuffer cmd, RTHandle destination, MaterialPropertyBlock mpb) { - // Set the render target array - CoreUtils.SetRenderTarget(cmd, accumulationMRT, depthBuffer); - // First of all let's do the regions for the light sources (we only support Punctual and Area) - int numLights = parameters.cullResults.visibleLights.Length; - for (int lightIdx = 0; lightIdx < numLights; ++lightIdx) + if (parameters.lightOverlapEnabled) { - // Let's build the light's bounding sphere matrix - Light currentLegacyLight = parameters.cullResults.visibleLights[lightIdx].light; - if (currentLegacyLight == null) continue; - HDAdditionalLightData currentHDRLight = currentLegacyLight.GetComponent(); - if (currentHDRLight == null) continue; + // We only need the accumulation buffer, not the color (we only disply the outline of the light shape in this mode). + CoreUtils.SetRenderTarget(cmd, accumulationMRT[0], depthBuffer); - Matrix4x4 positionMat = Matrix4x4.Translate(currentLegacyLight.transform.position); - - switch(currentHDRLight.ComputeLightType(currentLegacyLight)) + // The cullresult doesn't contains overlapping lights so we use a custom list + foreach (var overlappingHDLight in HDAdditionalLightData.s_overlappingHDLights) { - case HDLightType.Point: - mpb.SetColor(_ColorShaderID, new Color(0.0f, 0.5f, 0.0f, 1.0f)); - mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); - cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, parameters.debugLightVolumeMaterial, 0, 0, mpb); - break; - case HDLightType.Spot: - switch (currentHDRLight.spotLightShape) - { - case SpotLightShape.Cone: - float bottomRadius = Mathf.Tan(currentLegacyLight.spotAngle * Mathf.PI / 360.0f) * currentLegacyLight.range; - mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f)); - mpb.SetVector(_RangeShaderID, new Vector3(bottomRadius, bottomRadius, currentLegacyLight.range)); - mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); - cmd.DrawMesh(DebugShapes.instance.RequestConeMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, parameters.debugLightVolumeMaterial, 0, 0, mpb); - break; - case SpotLightShape.Box: - mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f)); - mpb.SetVector(_RangeShaderID, new Vector3(currentHDRLight.shapeWidth, currentHDRLight.shapeHeight, currentLegacyLight.range)); - mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, currentLegacyLight.range / 2.0f)); - cmd.DrawMesh(DebugShapes.instance.RequestBoxMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, parameters.debugLightVolumeMaterial, 0, 0, mpb); - break; - case SpotLightShape.Pyramid: - float bottomWidth = Mathf.Tan(currentLegacyLight.spotAngle * Mathf.PI / 360.0f) * currentLegacyLight.range; - mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f)); - mpb.SetVector(_RangeShaderID, new Vector3(currentHDRLight.aspectRatio * bottomWidth * 2, bottomWidth * 2, currentLegacyLight.range)); - mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); - cmd.DrawMesh(DebugShapes.instance.RequestPyramidMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, parameters.debugLightVolumeMaterial, 0, 0, mpb); - break; - } - break; - case HDLightType.Area: - switch (currentHDRLight.areaLightShape) - { - case AreaLightShape.Rectangle: - mpb.SetColor(_ColorShaderID, new Color(0.0f, 1.0f, 1.0f, 1.0f)); - mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); - cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, parameters.debugLightVolumeMaterial, 0, 0, mpb); - break; - case AreaLightShape.Tube: - mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.0f, 0.5f, 1.0f)); - mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); - cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, parameters.debugLightVolumeMaterial, 0, 0, mpb); - break; - default: - break; - } - break; + RenderLightVolume(cmd, parameters, overlappingHDLight, overlappingHDLight.legacyLight, mpb); } } - - // Now let's do the same but for reflection probes - int numProbes = parameters.cullResults.visibleReflectionProbes.Length; - for (int probeIdx = 0; probeIdx < numProbes; ++probeIdx) + else { - // Let's build the light's bounding sphere matrix - ReflectionProbe currentLegacyProbe = parameters.cullResults.visibleReflectionProbes[probeIdx].reflectionProbe; - HDAdditionalReflectionData currentHDProbe = currentLegacyProbe.GetComponent(); + // Set the render target array + CoreUtils.SetRenderTarget(cmd, accumulationMRT, depthBuffer); - if (!currentHDProbe) - continue; - - MaterialPropertyBlock m_MaterialProperty = new MaterialPropertyBlock(); - Mesh targetMesh = null; - if (currentHDProbe.influenceVolume.shape == InfluenceShape.Sphere) + // First of all let's do the regions for the light sources (we only support Punctual and Area) + int numLights = parameters.cullResults.visibleLights.Length; + for (int lightIdx = 0; lightIdx < numLights; ++lightIdx) { - m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDProbe.influenceVolume.sphereRadius, currentHDProbe.influenceVolume.sphereRadius, currentHDProbe.influenceVolume.sphereRadius)); - targetMesh = DebugShapes.instance.RequestSphereMesh(); + // Let's build the light's bounding sphere matrix + Light currentLegacyLight = parameters.cullResults.visibleLights[lightIdx].light; + if (currentLegacyLight == null) continue; + HDAdditionalLightData currentHDRLight = currentLegacyLight.GetComponent(); + if (currentHDRLight == null) continue; + + RenderLightVolume(cmd, parameters, currentHDRLight, currentLegacyLight, mpb); } - else + + // When we enable the light overlap mode we hide probes as they can't be baked in shadow masks + if (!parameters.lightOverlapEnabled) { - m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDProbe.influenceVolume.boxSize.x, currentHDProbe.influenceVolume.boxSize.y, currentHDProbe.influenceVolume.boxSize.z)); - targetMesh = DebugShapes.instance.RequestBoxMesh(); - } + // Now let's do the same but for reflection probes + int numProbes = parameters.cullResults.visibleReflectionProbes.Length; + for (int probeIdx = 0; probeIdx < numProbes; ++probeIdx) + { + // Let's build the light's bounding sphere matrix + ReflectionProbe currentLegacyProbe = parameters.cullResults.visibleReflectionProbes[probeIdx].reflectionProbe; + HDAdditionalReflectionData currentHDProbe = currentLegacyProbe.GetComponent(); + + if (!currentHDProbe) + continue; + + MaterialPropertyBlock m_MaterialProperty = new MaterialPropertyBlock(); + Mesh targetMesh = null; + if (currentHDProbe.influenceVolume.shape == InfluenceShape.Sphere) + { + m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDProbe.influenceVolume.sphereRadius, currentHDProbe.influenceVolume.sphereRadius, currentHDProbe.influenceVolume.sphereRadius)); + targetMesh = DebugShapes.instance.RequestSphereMesh(); + } + else + { + m_MaterialProperty.SetVector(_RangeShaderID, new Vector3(currentHDProbe.influenceVolume.boxSize.x, currentHDProbe.influenceVolume.boxSize.y, currentHDProbe.influenceVolume.boxSize.z)); + targetMesh = DebugShapes.instance.RequestBoxMesh(); + } - m_MaterialProperty.SetColor(_ColorShaderID, new Color(1.0f, 1.0f, 0.0f, 1.0f)); - m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); - Matrix4x4 positionMat = Matrix4x4.Translate(currentLegacyProbe.transform.position); - cmd.DrawMesh(targetMesh, positionMat, parameters.debugLightVolumeMaterial, 0, 0, m_MaterialProperty); + m_MaterialProperty.SetColor(_ColorShaderID, new Color(1.0f, 1.0f, 0.0f, 1.0f)); + m_MaterialProperty.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); + Matrix4x4 positionMat = Matrix4x4.Translate(currentLegacyProbe.transform.position); + cmd.DrawMesh(targetMesh, positionMat, parameters.debugLightVolumeMaterial, 0, 0, m_MaterialProperty); + } + } } // Set the input params for the compute @@ -214,6 +189,7 @@ public static void RenderLightVolumes(CommandBuffer cmd, cmd.SetComputeTextureParam(parameters.debugLightVolumeCS, parameters.debugLightVolumeKernel, _DebugLightVolumesTextureShaderID, debugLightVolumesTexture); cmd.SetComputeTextureParam(parameters.debugLightVolumeCS, parameters.debugLightVolumeKernel, _ColorGradientTextureShaderID, parameters.colorGradientTexture); cmd.SetComputeIntParam(parameters.debugLightVolumeCS, _MaxDebugLightCountShaderID, parameters.maxDebugLightCount); + cmd.SetComputeFloatParam(parameters.debugLightVolumeCS, _BorderRadiusShaderID, parameters.borderRadius); // Texture dimensions int texWidth = parameters.hdCamera.actualWidth; // m_ColorAccumulationBuffer.rt.width; @@ -232,6 +208,70 @@ public static void RenderLightVolumes(CommandBuffer cmd, cmd.DrawProcedural(Matrix4x4.identity, parameters.debugLightVolumeMaterial, 1, MeshTopology.Triangles, 3, 1, mpb); } + static void RenderLightVolume( + CommandBuffer cmd, + in RenderLightVolumesParameters parameters, + HDAdditionalLightData currentHDRLight, + Light currentLegacyLight, + MaterialPropertyBlock mpb) + { + Matrix4x4 positionMat = Matrix4x4.Translate(currentLegacyLight.transform.position); + + switch(currentHDRLight.ComputeLightType(currentLegacyLight)) + { + case HDLightType.Point: + mpb.SetColor(_ColorShaderID, new Color(0.0f, 0.5f, 0.0f, 1.0f)); + mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); + mpb.SetVector(_RangeShaderID, new Vector3(currentLegacyLight.range, currentLegacyLight.range, currentLegacyLight.range)); + cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, parameters.debugLightVolumeMaterial, 0, 0, mpb); + break; + case HDLightType.Spot: + switch (currentHDRLight.spotLightShape) + { + case SpotLightShape.Cone: + float bottomRadius = Mathf.Tan(currentLegacyLight.spotAngle * Mathf.PI / 360.0f) * currentLegacyLight.range; + mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f)); + mpb.SetVector(_RangeShaderID, new Vector3(bottomRadius, bottomRadius, currentLegacyLight.range)); + mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); + cmd.DrawMesh(DebugShapes.instance.RequestConeMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, parameters.debugLightVolumeMaterial, 0, 0, mpb); + break; + case SpotLightShape.Box: + mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f)); + mpb.SetVector(_RangeShaderID, new Vector3(currentHDRLight.shapeWidth, currentHDRLight.shapeHeight, currentLegacyLight.range)); + mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, currentLegacyLight.range / 2.0f)); + cmd.DrawMesh(DebugShapes.instance.RequestBoxMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, parameters.debugLightVolumeMaterial, 0, 0, mpb); + break; + case SpotLightShape.Pyramid: + float bottomWidth = Mathf.Tan(currentLegacyLight.spotAngle * Mathf.PI / 360.0f) * currentLegacyLight.range; + mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.5f, 0.0f, 1.0f)); + mpb.SetVector(_RangeShaderID, new Vector3(currentHDRLight.aspectRatio * bottomWidth * 2, bottomWidth * 2, currentLegacyLight.range)); + mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); + cmd.DrawMesh(DebugShapes.instance.RequestPyramidMesh(), currentLegacyLight.gameObject.transform.localToWorldMatrix, parameters.debugLightVolumeMaterial, 0, 0, mpb); + break; + } + break; + case HDLightType.Area: + switch (currentHDRLight.areaLightShape) + { + case AreaLightShape.Rectangle: + mpb.SetColor(_ColorShaderID, new Color(0.0f, 1.0f, 1.0f, 1.0f)); + mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); + mpb.SetVector(_RangeShaderID, new Vector3(currentLegacyLight.range, currentLegacyLight.range, currentLegacyLight.range)); + cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, parameters.debugLightVolumeMaterial, 0, 0, mpb); + break; + case AreaLightShape.Tube: + mpb.SetColor(_ColorShaderID, new Color(1.0f, 0.0f, 0.5f, 1.0f)); + mpb.SetVector(_OffsetShaderID, new Vector3(0, 0, 0)); + mpb.SetVector(_RangeShaderID, new Vector3(currentLegacyLight.range, currentLegacyLight.range, currentLegacyLight.range)); + cmd.DrawMesh(DebugShapes.instance.RequestSphereMesh(), positionMat, parameters.debugLightVolumeMaterial, 0, 0, mpb); + break; + default: + break; + } + break; + } + } + public void RenderLightVolumes(CommandBuffer cmd, HDCamera hdCamera, CullingResults cullResults, LightingDebugSettings lightDebugSettings, RTHandle finalRT) { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayLightVolume))) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader index cdfb24af2a7..3bc9156f8bc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader @@ -10,7 +10,7 @@ Shader "Hidden/HDRP/DebugViewMaterialGBuffer" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag @@ -84,7 +84,7 @@ Shader "Hidden/HDRP/DebugViewMaterialGBuffer" else if (bufferIndex == DEBUGVIEWGBUFFER_BAKE_DIFFUSE_LIGHTING_WITH_ALBEDO_PLUS_EMISSIVE) { result = builtinData.bakeDiffuseLighting; - result *= exp2(_DebugExposure); + result *= GetCurrentExposureMultiplier(); needLinearToSRGB = true; } #ifdef SHADOWS_SHADOWMASK diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader index ef4b709dd3b..8e4e0262504 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewTiles.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/DebugViewTiles" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs index 0f4e3374a0b..a03b3ed908d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs @@ -27,7 +27,19 @@ public enum DebugLightingMode /// Display indirect diffuse occlusion. IndirectDiffuseOcclusion, /// Display indirect specular occlusion. - IndirectSpecularOcclusion + IndirectSpecularOcclusion, + /// Display only direct diffuse lighting. + DirectDiffuseLighting, + /// Display only direct specular lighting. + DirectSpecularLighting, + /// Display only indirect diffuse lighting. + IndirectDiffuseLighting, + /// Display only reflection. + ReflectionLighting, + /// Display only refraction. + RefractionLighting, + /// Display only Emissive lighting. + EmissiveLighting } /// @@ -200,7 +212,7 @@ public bool IsDebugDisplayEnabled() /// Maximum number of lights against which the light overdraw gradient is displayed. public uint maxDebugLightCount = 24; - /// Exposure used for lighting debug modes. + /// Exposure compensation to apply on current scene exposure. public float debugExposure = 0.0f; /// Display the light cookies atlas. @@ -238,7 +250,9 @@ public bool IsDebugDisplayEnabled() // Internal APIs internal bool IsDebugDisplayRemovePostprocess() { - return debugLightingMode != DebugLightingMode.None && debugLightingMode != DebugLightingMode.MatcapView; + return debugLightingMode == DebugLightingMode.LuxMeter || debugLightingMode == DebugLightingMode.LuminanceMeter || + debugLightingMode == DebugLightingMode.VisualizeCascade || debugLightingMode == DebugLightingMode.VisualizeShadowMasks || + debugLightingMode == DebugLightingMode.IndirectDiffuseOcclusion || debugLightingMode == DebugLightingMode.IndirectSpecularOcclusion; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl index 03c4e919259..564d7fb00a8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Debug/LightingDebug.cs.hlsl @@ -17,6 +17,12 @@ #define DEBUGLIGHTINGMODE_VISUALIZE_SHADOW_MASKS (7) #define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_OCCLUSION (8) #define DEBUGLIGHTINGMODE_INDIRECT_SPECULAR_OCCLUSION (9) +#define DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING (10) +#define DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING (11) +#define DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING (12) +#define DEBUGLIGHTINGMODE_REFLECTION_LIGHTING (13) +#define DEBUGLIGHTINGMODE_REFRACTION_LIGHTING (14) +#define DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING (15) // // UnityEngine.Rendering.HighDefinition.DebugLightFilterMode: static fields diff --git a/com.unity.render-pipelines.high-definition/Runtime/Documentation.cs b/com.unity.render-pipelines.high-definition/Runtime/Documentation.cs index 4db8d017632..37f33748799 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Documentation.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Documentation.cs @@ -5,12 +5,13 @@ namespace UnityEngine.Rendering.HighDefinition { //Need to live in Runtime as Attribute of documentation is on Runtime classes \o/ - class Documentation : DocumentationInfo + class Documentation { //This must be used like //[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "some-page" + Documentation.endURL)] //It cannot support String.Format nor string interpolation internal const string baseURL = "https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@"; + internal const string version = "8.3"; internal const string subURL = "/manual/"; internal const string endURL = ".html"; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl index fc99fcf5603..ded5c3a6c57 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/AtmosphericScattering.hlsl @@ -29,7 +29,7 @@ float3 GetFogColor(float3 V, float fragDist) if (_FogColorMode == FOGCOLORMODE_SKY_COLOR) { // Based on Uncharted 4 "Mip Sky Fog" trick: http://advances.realtimerendering.com/other/2016/naughty_dog/NaughtyDog_TechArt_Final.pdf - float mipLevel = (1.0 - _MipFogMaxMip * saturate((fragDist - _MipFogNear) / (_MipFogFar - _MipFogNear))) * _SkyTextureMipCount; + float mipLevel = (1.0 - _MipFogMaxMip * saturate((fragDist - _MipFogNear) / (_MipFogFar - _MipFogNear))) * (ENVCONSTANTS_CONVOLUTION_MIP_COUNT - 1); // For the atmospheric scattering, we use the GGX convoluted version of the cubemap. That matches the of the idnex 0 color *= SampleSkyTexture(-V, mipLevel, 0).rgb; // '_FogColor' is the tint } @@ -255,7 +255,13 @@ void EvaluateAtmosphericScattering(PositionInputs posInput, float3 V, out float3 #ifdef DEBUG_DISPLAY // Don't sample atmospheric scattering when lighting debug more are enabled so fog is not visible - if (_DebugShadowMapMode == SHADOWMAPDEBUGMODE_SINGLE_SHADOW || _DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + return; + + if (_DebugShadowMapMode == SHADOWMAPDEBUGMODE_SINGLE_SHADOW || _DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER || _DebugLightingMode == DEBUGLIGHTINGMODE_LUMINANCE_METER) return; #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs index 733c81fa19b..6bd99833755 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/Fog.cs @@ -6,7 +6,7 @@ namespace UnityEngine.Rendering.HighDefinition /// /// Fog Volume Component. /// - [Serializable, VolumeComponentMenu("Fog/Fog")] + [Serializable, VolumeComponentMenu("Fog")] public class Fog : VolumeComponent { // Fog Color diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader index f8a787015e7..eb004e6f66f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/OpaqueAtmosphericScattering.shader @@ -3,7 +3,7 @@ Shader "Hidden/HDRP/OpaqueAtmosphericScattering" HLSLINCLUDE #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ DEBUG_DISPLAY diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs index eaf67941303..5be1e9e4188 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs @@ -8,7 +8,6 @@ struct ShaderVariablesAtmosphericScattering public int _PBRFogEnabled; public float _MaxFogDistance; public float _FogColorMode; - public float _SkyTextureMipCount; public Vector4 _FogColor; // color in rgb public Vector4 _MipFogParameters; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs.hlsl index 93f89991373..c180a4116c5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/AtmosphericScattering/ShaderVariablesAtmosphericScattering.cs.hlsl @@ -10,7 +10,6 @@ int _PBRFogEnabled; float _MaxFogDistance; float _FogColorMode; - float _SkyTextureMipCount; float4 _FogColor; float4 _MipFogParameters; float _VBufferLastSliceDist; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader index ec2a8c70d64..abe02eecc79 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Deferred.shader @@ -27,7 +27,7 @@ Shader "Hidden/HDRP/Deferred" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIlluminationUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIlluminationUtils.cs index 2600a50aa02..97aa015afac 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIlluminationUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/GlobalIlluminationUtils.cs @@ -14,6 +14,11 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) add = HDUtils.s_DefaultHDAdditionalLightData; } + Cookie cookie; + LightmapperUtils.Extract(light, out cookie); + lightDataGI.cookieID = cookie.instanceID; + lightDataGI.cookieScale = cookie.scale; + // TODO: Currently color temperature is not handled at runtime, need to expose useColorTemperature publicly Color cct = new Color(1.0f, 1.0f, 1.0f); #if UNITY_EDITOR @@ -50,9 +55,9 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) #else lightDataGI.mode = LightmapperUtils.Extract(light.bakingOutput.lightmapBakeType); #endif - + lightDataGI.shadow = (byte)(light.shadows != LightShadows.None ? 1 : 0); - + HDLightType lightType = add.ComputeLightType(light); if (lightType != HDLightType.Area) { @@ -67,11 +72,11 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) switch (lightType) { case HDLightType.Directional: - lightDataGI.orientation.SetLookRotation(light.transform.forward, Vector3.up); - lightDataGI.position = Vector3.zero; + lightDataGI.orientation = light.transform.rotation; + lightDataGI.position = light.transform.position; lightDataGI.range = 0.0f; - lightDataGI.coneAngle = 0.0f; - lightDataGI.innerConeAngle = 0.0f; + lightDataGI.coneAngle = add.shapeWidth; + lightDataGI.innerConeAngle = add.shapeHeight; #if UNITY_EDITOR lightDataGI.shape0 = light.shadows != LightShadows.None ? (Mathf.Deg2Rad * light.shadowAngle) : 0.0f; #else @@ -80,6 +85,8 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) lightDataGI.shape1 = 0.0f; lightDataGI.type = UnityEngine.Experimental.GlobalIllumination.LightType.Directional; lightDataGI.falloff = FalloffType.Undefined; + lightDataGI.coneAngle = add.shapeWidth; + lightDataGI.innerConeAngle = add.shapeHeight; break; case HDLightType.Spot: @@ -105,7 +112,7 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) spot.innerConeAngle = light.spotAngle * Mathf.Deg2Rad * add.innerSpotPercent01; spot.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; spot.angularFalloff = AngularFalloffType.AnalyticAndInnerAngle; - lightDataGI.Init(ref spot); + lightDataGI.Init(ref spot, ref cookie); lightDataGI.shape1 = (float)AngularFalloffType.AnalyticAndInnerAngle; } break; @@ -124,7 +131,7 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) pyramid.angle = light.spotAngle * Mathf.Deg2Rad; pyramid.aspectRatio = add.aspectRatio; pyramid.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; - lightDataGI.Init(ref pyramid); + lightDataGI.Init(ref pyramid, ref cookie); } break; @@ -141,7 +148,7 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) box.range = light.range; box.width = add.shapeWidth; box.height = add.shapeHeight; - lightDataGI.Init(ref box); + lightDataGI.Init(ref box, ref cookie); } break; @@ -152,7 +159,7 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) break; case HDLightType.Point: - lightDataGI.orientation = Quaternion.identity; + lightDataGI.orientation = light.transform.rotation; lightDataGI.position = light.transform.position; lightDataGI.range = light.range; lightDataGI.coneAngle = 0.0f; @@ -167,7 +174,7 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) lightDataGI.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point; lightDataGI.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; break; - + case HDLightType.Area: switch (add.areaLightShape) { @@ -187,12 +194,13 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) // TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it! lightDataGI.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle; lightDataGI.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; + lightDataGI.cookieID = add.areaLightCookie ? add.areaLightCookie.GetInstanceID() : 0; break; case AreaLightShape.Tube: lightDataGI.InitNoBake(lightDataGI.instanceID); break; - + case AreaLightShape.Disc: lightDataGI.orientation = light.transform.rotation; lightDataGI.position = light.transform.position; @@ -209,6 +217,7 @@ public static bool LightDataGIExtract(Light light, ref LightDataGI lightDataGI) // TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it! lightDataGI.type = UnityEngine.Experimental.GlobalIllumination.LightType.Disc; lightDataGI.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation; + lightDataGI.cookieID = add.areaLightCookie ? add.areaLightCookie.GetInstanceID() : 0; break; default: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/IndirectLightingController.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/IndirectLightingController.cs index f0449cc8e59..ee1ac5ffbbe 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/IndirectLightingController.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/IndirectLightingController.cs @@ -1,11 +1,60 @@ using System; +using System.Diagnostics; namespace UnityEngine.Rendering.HighDefinition { + /// + /// Component that allow you to control the indirect specular and diffuse intensity + /// [Serializable, VolumeComponentMenu("Lighting/Indirect Lighting Controller")] - class IndirectLightingController : VolumeComponent + public class IndirectLightingController : VolumeComponent { - public MinFloatParameter indirectSpecularIntensity = new MinFloatParameter(1.0f, 0.0f); - public MinFloatParameter indirectDiffuseIntensity = new MinFloatParameter(1.0f, 0.0f); + /// Indirect diffuse lighting multiplier, between 0 and 1 + public MinFloatParameter indirectDiffuseIntensity = new MinFloatParameter(1.0f, 0.0f); + /// Controls which layer will be affected by the indirect diffuse lighting multiplier + public LightLayerEnumParameter indirectDiffuseLightingLayers = new LightLayerEnumParameter(LightLayerEnum.Everything); // Default to everything to not have migration issue + + /// Reflection lighting multiplier, between 0 and 1 + public MinFloatParameter reflectionLightingMultiplier = new MinFloatParameter(1.0f, 0.0f); + /// Controls which layer will be affected by the reflection lighting multiplier + public LightLayerEnumParameter reflectionLightingLayers = new LightLayerEnumParameter(LightLayerEnum.Everything); // Default to everything to not have migration issue + + /// Reflection probe intensity multiplier, between 0 and 1 + public MinFloatParameter indirectSpecularIntensity = new MinFloatParameter(1.0f, 0.0f); + + /// + /// Returns a mask of reflection lighting layers as uint and handle the case of Everything as being 0xFF and not -1 + /// + /// + public uint GetReflectionLightingLayers() + { + int value = (int)reflectionLightingLayers.GetValue(); + return value < 0 ? (uint)LightLayerEnum.Everything : (uint)value; + } + + /// + /// Returns a mask of indirect diffuse lighting layers as uint and handle the case of Everything as being 0xFF and not -1 + /// + /// + public uint GetIndirectDiffuseLightingLayers() + { + int value = (int)indirectDiffuseLightingLayers.GetValue(); + return value < 0 ? (uint)LightLayerEnum.Everything : (uint)value; + } + + /// + /// Sky Ambient Mode volume parameter. + /// + [Serializable, DebuggerDisplay(k_DebuggerDisplay)] + public sealed class LightLayerEnumParameter : VolumeParameter + { + /// + /// Light Layer Enum parameterconstructor. + /// + /// Light Layer Enum parameter. + /// Initial override value. + public LightLayerEnumParameter(LightLayerEnum value, bool overrideState = false) + : base(value, overrideState) { } + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs index 2295826ee03..af0f8ca6b1c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.Migration.cs @@ -8,7 +8,7 @@ namespace UnityEngine.Rendering.HighDefinition { - public partial class HDAdditionalLightData : ISerializationCallbackReceiver, IVersionable + public partial class HDAdditionalLightData : IVersionable { enum Version { @@ -22,6 +22,8 @@ enum Version RemoveAdditionalShadowData, AreaLightShapeTypeLogicIsolation, PCSSUIUpdate, + MoveEmissionMesh, + EnableApplyRangeAttenuationOnBoxLight, } /// @@ -141,31 +143,44 @@ private static readonly MigrationDescription k_H { // The min filter size is now in the [0..1] range when user facing data.minFilterSize = data.minFilterSize * 1000.0f; - }) + }), + MigrationStep.New(Version.MoveEmissionMesh, (HDAdditionalLightData data) => + { + MeshRenderer emissiveMesh = data.GetComponent(); + bool emissiveMeshWasHere = emissiveMesh != null; + ShadowCastingMode oldShadowCastingMode = default; + MotionVectorGenerationMode oldMotionVectorMode = default; + if (emissiveMeshWasHere) + { + oldShadowCastingMode = emissiveMesh.shadowCastingMode; + oldMotionVectorMode = emissiveMesh.motionVectorGenerationMode; + } + CoreUtils.Destroy(data.GetComponent()); + CoreUtils.Destroy(emissiveMesh); + + if (emissiveMeshWasHere) + { + data.m_AreaLightEmissiveMeshShadowCastingMode = oldShadowCastingMode; + data.m_AreaLightEmissiveMeshMotionVectorGenerationMode = oldMotionVectorMode; + } + }), + MigrationStep.New(Version.EnableApplyRangeAttenuationOnBoxLight, (HDAdditionalLightData data) => + { + // When enabling range attenuation for box light, the default value was "true" + // causing a migration issue. So when we migrate we setup applyRangeAttenuation to false + // if we are a box light to keep the previous behavior + if (data.type == HDLightType.Spot) + { + if (data.spotLightShape == SpotLightShape.Box) + { + data.applyRangeAttenuation = false; + } + } + }) ); #pragma warning restore 0618, 0612 - /// - /// Deserialization callback - /// - void ISerializationCallbackReceiver.OnAfterDeserialize() {} - - /// - /// Serialization callback - /// - void ISerializationCallbackReceiver.OnBeforeSerialize() - { - UpdateBounds(); - } - - void OnEnable() - { - if (shadowUpdateMode == ShadowUpdateMode.OnEnable) - m_ShadowMapRenderedSinceLastRequest = false; - SetEmissiveMeshRendererEnabled(true); - } - void Migrate() { k_HDLightMigrationSteps.Migrate(this); @@ -173,8 +188,6 @@ void Migrate() OnValidate(); } - void Awake() => Migrate(); - #region Obsolete fields // To be able to have correct default values for our lights and to also control the conversion of intensity from the light editor (so it is compatible with GI) // we add intensity (for each type of light we want to manage). diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs index 799d5631920..18463cf9f72 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Light/HDAdditionalLightData.cs @@ -32,7 +32,7 @@ struct TimelineWorkaround [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Light-Component" + Documentation.endURL)] [RequireComponent(typeof(Light))] [ExecuteAlways] - public partial class HDAdditionalLightData : MonoBehaviour + public partial class HDAdditionalLightData : MonoBehaviour, ISerializationCallbackReceiver { internal static class ScalableSettings { @@ -113,6 +113,9 @@ public static BoolScalableSetting UseContactShadow(HDRenderPipelineAsset hdrp) = internal const float k_MinAreaLightShadowCone = 10.0f; internal const float k_MaxAreaLightShadowCone = 179.0f; + /// List of the lights that overlaps when the OverlapLight scene view mode is enabled + internal static HashSet s_overlappingHDLights = new HashSet(); + #region HDLight Properties API [SerializeField, FormerlySerializedAs("displayLightIntensity")] @@ -195,11 +198,11 @@ public float innerSpotPercent /// public float innerSpotPercent01 => innerSpotPercent / 100f; - [Range(0.0f, 1.0f)] + [Range(0.0f, 16.0f)] [SerializeField, FormerlySerializedAs("lightDimmer")] float m_LightDimmer = 1.0f; /// - /// Get/Set the light dimmer. + /// Get/Set the light dimmer / multiplier, between 0 and 16. /// public float lightDimmer { @@ -209,14 +212,14 @@ public float lightDimmer if (m_LightDimmer == value) return; - m_LightDimmer = Mathf.Clamp01(value); + m_LightDimmer = Mathf.Clamp(value, 0.0f, 16.0f); } } - [Range(0.0f, 1.0f), SerializeField, FormerlySerializedAs("volumetricDimmer")] + [Range(0.0f, 16.0f), SerializeField, FormerlySerializedAs("volumetricDimmer")] float m_VolumetricDimmer = 1.0f; /// - /// Get/Set the light dimmer on volumetric effects, between 0 and 1. + /// Get/Set the light dimmer / multiplier on volumetric effects, between 0 and 16. /// public float volumetricDimmer { @@ -226,7 +229,7 @@ public float volumetricDimmer if (m_VolumetricDimmer == value) return; - m_VolumetricDimmer = Mathf.Clamp01(value); + m_VolumetricDimmer = Mathf.Clamp(value, 0.0f, 16.0f); } } @@ -511,7 +514,7 @@ public bool applyRangeAttenuation /// /// If enabled, display an emissive mesh rect synchronized with the intensity and color of the light. /// - internal bool displayAreaLightEmissiveMesh + public bool displayAreaLightEmissiveMesh { get => m_DisplayAreaLightEmissiveMesh; set @@ -1430,7 +1433,7 @@ internal int shadowPrecision Plane[] m_ShadowFrustumPlanes = new Plane[6]; // temporary matrix that stores the previous light data (mainly used to discard history for ray traced screen space shadows) - [System.NonSerialized] internal Matrix4x4 previousTransform = new Matrix4x4(); + [System.NonSerialized] internal Matrix4x4 previousTransform = Matrix4x4.identity; // Temporary index that stores the current shadow index for the light [System.NonSerialized] internal int shadowIndex = -1; @@ -1440,36 +1443,160 @@ internal Light legacyLight { get { - TryGetComponent(out m_Light); + // Calling TryGetComponent only when needed is faster than letting the null check happen inside TryGetComponent + if (m_Light == null) + TryGetComponent(out m_Light); + return m_Light; } } - MeshRenderer m_EmissiveMeshRenderer; - internal MeshRenderer emissiveMeshRenderer + const string k_EmissiveMeshViewerName = "EmissiveMeshViewer"; + + GameObject m_ChildEmissiveMeshViewer; + MeshFilter m_EmissiveMeshFilter; + internal MeshRenderer emissiveMeshRenderer { get; private set; } + +#if UNITY_EDITOR + bool needRefreshPrefabInstanceEmissiveMeshes = false; +#endif + bool needRefreshEmissiveMeshesFromTimeLineUpdate = false; + + void CreateChildEmissiveMeshViewerIfNeeded() { - get +#if UNITY_EDITOR + if (PrefabUtility.IsPartOfPrefabAsset(this)) + return; +#endif + bool here = m_ChildEmissiveMeshViewer != null && !m_ChildEmissiveMeshViewer.Equals(null); + +#if UNITY_EDITOR + //if not parented anymore, destroy it + if (here && m_ChildEmissiveMeshViewer.transform.parent != transform) + { + if (Application.isPlaying) + Destroy(m_ChildEmissiveMeshViewer); + else + DestroyImmediate(m_ChildEmissiveMeshViewer); + m_ChildEmissiveMeshViewer = null; + m_EmissiveMeshFilter = null; + here = false; + } +#endif + + //if not here, try to find it first + if (!here) { - if (m_EmissiveMeshRenderer == null) + foreach (Transform child in transform) { - TryGetComponent(out m_EmissiveMeshRenderer); + var test = child.GetComponents(typeof(Component)); + if (child.name == k_EmissiveMeshViewerName + && child.hideFlags == (HideFlags.NotEditable | HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor) + && child.GetComponents(typeof(MeshFilter)).Length == 1 + && child.GetComponents(typeof(MeshRenderer)).Length == 1 + && child.GetComponents(typeof(Component)).Length == 3) // Transform + MeshFilter + MeshRenderer + { + m_ChildEmissiveMeshViewer = child.gameObject; + m_ChildEmissiveMeshViewer.transform.localPosition = Vector3.zero; + m_ChildEmissiveMeshViewer.transform.localRotation = Quaternion.identity; + m_ChildEmissiveMeshViewer.transform.localScale = Vector3.one; + m_ChildEmissiveMeshViewer.layer = areaLightEmissiveMeshLayer == -1 ? gameObject.layer : areaLightEmissiveMeshLayer; + + m_EmissiveMeshFilter = m_ChildEmissiveMeshViewer.GetComponent(); + emissiveMeshRenderer = m_ChildEmissiveMeshViewer.GetComponent(); + emissiveMeshRenderer.shadowCastingMode = m_AreaLightEmissiveMeshShadowCastingMode; + emissiveMeshRenderer.motionVectorGenerationMode = m_AreaLightEmissiveMeshMotionVectorGenerationMode; + + here = true; + break; + } } + } - return m_EmissiveMeshRenderer; + //if still not here, create it + if (!here) + { + m_ChildEmissiveMeshViewer = new GameObject(k_EmissiveMeshViewerName, typeof(MeshFilter), typeof(MeshRenderer)); + m_ChildEmissiveMeshViewer.hideFlags = HideFlags.NotEditable | HideFlags.DontSaveInBuild | HideFlags.DontSaveInEditor; + m_ChildEmissiveMeshViewer.transform.SetParent(transform); + m_ChildEmissiveMeshViewer.transform.localPosition = Vector3.zero; + m_ChildEmissiveMeshViewer.transform.localRotation = Quaternion.identity; + m_ChildEmissiveMeshViewer.transform.localScale = Vector3.one; + m_ChildEmissiveMeshViewer.layer = areaLightEmissiveMeshLayer == -1 ? gameObject.layer : areaLightEmissiveMeshLayer; + + m_EmissiveMeshFilter = m_ChildEmissiveMeshViewer.GetComponent(); + emissiveMeshRenderer = m_ChildEmissiveMeshViewer.GetComponent(); + emissiveMeshRenderer.shadowCastingMode = m_AreaLightEmissiveMeshShadowCastingMode; + emissiveMeshRenderer.motionVectorGenerationMode = m_AreaLightEmissiveMeshMotionVectorGenerationMode; } } - MeshFilter m_EmissiveMeshFilter; - internal MeshFilter emissiveMeshFilter + void DestroyChildEmissiveMeshViewer() { - get + m_EmissiveMeshFilter = null; + + emissiveMeshRenderer.enabled = false; + emissiveMeshRenderer = null; + + CoreUtils.Destroy(m_ChildEmissiveMeshViewer); + m_ChildEmissiveMeshViewer = null; + } + + [SerializeField] + ShadowCastingMode m_AreaLightEmissiveMeshShadowCastingMode = ShadowCastingMode.Off; + [SerializeField] + MotionVectorGenerationMode m_AreaLightEmissiveMeshMotionVectorGenerationMode; + [SerializeField] + int m_AreaLightEmissiveMeshLayer = -1; //Special value that means we need to grab the one in the Light for initialization (for migration purpose) + + /// Change the Shadow Casting Mode of the generated emissive mesh for Area Light + public ShadowCastingMode areaLightEmissiveMeshShadowCastingMode + { + get => m_AreaLightEmissiveMeshShadowCastingMode; + set { - if (m_EmissiveMeshFilter == null) + if (m_AreaLightEmissiveMeshShadowCastingMode == value) + return; + + m_AreaLightEmissiveMeshShadowCastingMode = value; + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) { - TryGetComponent(out m_EmissiveMeshFilter); + emissiveMeshRenderer.shadowCastingMode = m_AreaLightEmissiveMeshShadowCastingMode; } + } + } - return m_EmissiveMeshFilter; + /// Change the Motion Vector Generation Mode of the generated emissive mesh for Area Light + public MotionVectorGenerationMode areaLightEmissiveMeshMotionVectorGenerationMode + { + get => m_AreaLightEmissiveMeshMotionVectorGenerationMode; + set + { + if (m_AreaLightEmissiveMeshMotionVectorGenerationMode == value) + return; + + m_AreaLightEmissiveMeshMotionVectorGenerationMode = value; + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) + { + emissiveMeshRenderer.motionVectorGenerationMode = m_AreaLightEmissiveMeshMotionVectorGenerationMode; + } + } + } + + /// Change the Layer of the generated emissive mesh for Area Light + public int areaLightEmissiveMeshLayer + { + get => m_AreaLightEmissiveMeshLayer; + set + { + if (m_AreaLightEmissiveMeshLayer == value) + return; + + m_AreaLightEmissiveMeshLayer = value; + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) + { + emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer; + } } } @@ -1492,6 +1619,7 @@ void OnDisable() { DisableCachedShadowSlot(); SetEmissiveMeshRendererEnabled(false); + s_overlappingHDLights.Remove(this); } void SetEmissiveMeshRendererEnabled(bool enabled) @@ -1549,7 +1677,7 @@ internal void EvaluateShadowState(HDCamera hdCamera, in ProcessedLightData proce // When creating a new light, at the first frame, there is no AdditionalShadowData so we can't really render shadows m_WillRenderShadowMap &= shadowDimmer > 0; // If the shadow is too far away, we don't render it - m_WillRenderShadowMap &= type == HDLightType.Directional || processedLight.distanceToCamera < shadowFadeDistance; + m_WillRenderShadowMap &= processedLight.lightType == HDLightType.Directional || processedLight.distanceToCamera < shadowFadeDistance; // First we reset the ray tracing and screen space shadow data m_WillRenderScreenSpaceShadow = false; @@ -1816,7 +1944,7 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS // Assign all setting common to every lights - SetCommonShadowRequestSettings(shadowRequest, cameraPos, invViewProjection, shadowRequest.deviceProjectionYFlip * shadowRequest.view, viewportSize, lightIndex); + SetCommonShadowRequestSettings(shadowRequest, visibleLight, cameraPos, invViewProjection, viewportSize, lightIndex); } shadowRequest.atlasViewport = resolutionRequest.atlasViewport; @@ -1836,7 +1964,7 @@ internal int UpdateShadowRequest(HDCamera hdCamera, HDShadowManager manager, HDS return firstShadowRequestIndex; } - void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, Vector3 cameraPos, Matrix4x4 invViewProjection, Matrix4x4 viewProjection, Vector2 viewportSize, int lightIndex) + void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, VisibleLight visibleLight, Vector3 cameraPos, Matrix4x4 invViewProjection, Vector2 viewportSize, int lightIndex) { // zBuffer param to reconstruct depth position (for transmission) float f = legacyLight.range; @@ -1860,7 +1988,7 @@ void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, Vector3 camer if (lightType == HDLightType.Directional || lightType == HDLightType.Spot && spotLightShape == SpotLightShape.Box) shadowRequest.position = new Vector3(shadowRequest.view.m03, shadowRequest.view.m13, shadowRequest.view.m23); else - shadowRequest.position = (ShaderConfig.s_CameraRelativeRendering != 0) ? transform.position - cameraPos : transform.position; + shadowRequest.position = (ShaderConfig.s_CameraRelativeRendering != 0) ? visibleLight.GetPosition() - cameraPos : visibleLight.GetPosition(); shadowRequest.shadowToWorld = invViewProjection.transpose; shadowRequest.zClip = (lightType != HDLightType.Directional); @@ -1880,7 +2008,7 @@ void SetCommonShadowRequestSettings(HDShadowRequest shadowRequest, Vector3 camer } // shadow clip planes (used for tessellation clipping) - GeometryUtility.CalculateFrustumPlanes(viewProjection, m_ShadowFrustumPlanes); + GeometryUtility.CalculateFrustumPlanes(shadowRequest.deviceProjectionYFlip * shadowRequest.view, m_ShadowFrustumPlanes); if (shadowRequest.frustumPlanes?.Length != 6) shadowRequest.frustumPlanes = new Vector4[6]; // Left, right, top, bottom, near, far. @@ -2021,12 +2149,62 @@ private void Start() // TODO: There are a lot of old != current checks and assignation in this function, maybe think about using another system ? void LateUpdate() { -// We force the animation in the editor and in play mode when there is an animator component attached to the light + // We force the animation in the editor and in play mode when there is an animator component attached to the light #if !UNITY_EDITOR if (!m_Animated) return; #endif +#if UNITY_EDITOR + // Update the list of overlapping lights for the LightOverlap scene view mode + if (IsOverlapping()) + s_overlappingHDLights.Add(this); + else + s_overlappingHDLights.Remove(this); +#endif + +#if UNITY_EDITOR + //if not parented anymore, refresh it + if (m_ChildEmissiveMeshViewer != null && !m_ChildEmissiveMeshViewer.Equals(null)) + { + if (m_ChildEmissiveMeshViewer.transform.parent != transform) + { + CreateChildEmissiveMeshViewerIfNeeded(); + UpdateAreaLightEmissiveMesh(); + } + if (m_ChildEmissiveMeshViewer.gameObject.isStatic != gameObject.isStatic) + m_ChildEmissiveMeshViewer.gameObject.isStatic = gameObject.isStatic; + if (GameObjectUtility.GetStaticEditorFlags(m_ChildEmissiveMeshViewer.gameObject) != GameObjectUtility.GetStaticEditorFlags(gameObject)) + GameObjectUtility.SetStaticEditorFlags(m_ChildEmissiveMeshViewer.gameObject, GameObjectUtility.GetStaticEditorFlags(gameObject)); + } +#endif + + //auto change layer on emissive mesh + if (areaLightEmissiveMeshLayer == -1 + && m_ChildEmissiveMeshViewer != null && !m_ChildEmissiveMeshViewer.Equals(null) + && m_ChildEmissiveMeshViewer.gameObject.layer != gameObject.layer) + m_ChildEmissiveMeshViewer.gameObject.layer = gameObject.layer; + + // Delayed cleanup when removing emissive mesh from timeline + if (needRefreshEmissiveMeshesFromTimeLineUpdate) + { + needRefreshEmissiveMeshesFromTimeLineUpdate = false; + UpdateAreaLightEmissiveMesh(); + } + +#if UNITY_EDITOR + // Prefab instance child emissive mesh update + if (needRefreshPrefabInstanceEmissiveMeshes) + { + // We must not call the update on Prefab Asset that are already updated or we will enter infinite loop + if (!PrefabUtility.IsPartOfPrefabAsset(this)) + { + UpdateAreaLightEmissiveMesh(); + } + needRefreshPrefabInstanceEmissiveMeshes = false; + } +#endif + Vector3 shape = new Vector3(shapeWidth, m_ShapeHeight, shapeRadius); if (legacyLight.enabled != timelineWorkaround.lightEnabled) @@ -2066,10 +2244,10 @@ void LateUpdate() timelineWorkaround.oldLightColorTemperature = legacyLight.colorTemperature; } } - + void OnDidApplyAnimationProperties() { - UpdateAllLightValues(); + UpdateAllLightValues(fromTimeLine: true); } /// @@ -2183,6 +2361,21 @@ void OnValidate() UpdateBounds(); DisableCachedShadowSlot(); m_ShadowMapRenderedSinceLastRequest = false; + + if (emissiveMeshRenderer != null && !emissiveMeshRenderer.Equals(null)) + { + emissiveMeshRenderer.gameObject.layer = m_AreaLightEmissiveMeshLayer; + } + +#if UNITY_EDITOR + // If modification are due to change on prefab asset that are non overridden on this prefab instance + if (PrefabUtility.IsPartOfPrefabInstance(this) && ((PrefabUtility.GetCorrespondingObjectFromOriginalSource(this) as HDAdditionalLightData)?.needRefreshPrefabInstanceEmissiveMeshes ?? false)) + { + // As we cannot Create/Destroy in OnValidate, delay call to next Update + // To do this, wo set the same flag on prefab instances + needRefreshPrefabInstanceEmissiveMeshes = true; + } +#endif } #region Update functions to patch values in the Light component when we change properties inside HDAdditionalLightData @@ -2270,65 +2463,83 @@ void UpdateLightIntensity() legacyLight.SetLightDirty(); // Should be apply only to parameter that's affect GI, but make the code cleaner #endif } + + void Awake() + { + Migrate(); + + // We need to reconstruct the emissive mesh at Light creation if needed due to not beeing able to change hierarchy in prefab asset. + // This is especially true at Tuntime as there is no code path that will trigger the rebuild of emissive mesh until one of the property modifying it is changed. + UpdateAreaLightEmissiveMesh(); + } - internal void UpdateAreaLightEmissiveMesh() + internal void UpdateAreaLightEmissiveMesh(bool fromTimeLine = false) { - bool displayEmissiveMesh = type == HDLightType.Area && displayAreaLightEmissiveMesh; + bool isAreaLight = type == HDLightType.Area; + bool displayEmissiveMesh = isAreaLight && displayAreaLightEmissiveMesh; - // Ensure that the emissive mesh components are here - if (displayEmissiveMesh) + // Only show childEmissiveMeshViewer if type is Area and requested + if (!isAreaLight || !displayEmissiveMesh) { - if (emissiveMeshRenderer == null) - m_EmissiveMeshRenderer = gameObject.AddComponent(); - if (emissiveMeshFilter == null) - m_EmissiveMeshFilter = gameObject.AddComponent(); - } - else // Or remove them if the option is disabled - { - if (emissiveMeshRenderer != null) - CoreUtils.Destroy(emissiveMeshRenderer); - if (emissiveMeshFilter != null) - CoreUtils.Destroy(emissiveMeshFilter); + if (m_ChildEmissiveMeshViewer) + { + if (fromTimeLine) + { + // Cannot perform destroy in OnDidApplyAnimationProperties + // So shut down rendering instead and set up a flag for cleaning later + emissiveMeshRenderer.enabled = false; + needRefreshEmissiveMeshesFromTimeLineUpdate = true; + } + else + DestroyChildEmissiveMeshViewer(); + } // We don't have anything to do left if the dislay emissive mesh option is disabled return; } +#if UNITY_EDITOR + else if (PrefabUtility.IsPartOfPrefabAsset(this)) + { + // Child emissive mesh should not be handled in asset but we must trigger every instance to update themselves. Will be done in OnValidate + needRefreshPrefabInstanceEmissiveMeshes = true; - Vector3 lightSize; - - // Update light area size from GameObject transform scale if the transform have changed - // else we update the light size from the shape fields - if (timelineWorkaround.oldLossyScale != transform.lossyScale) - lightSize = transform.lossyScale; + // We don't have anything to do left as the child will never appear while editing the prefab asset + return; + } +#endif else - lightSize = new Vector3(m_ShapeWidth, m_ShapeHeight, transform.localScale.z); - - if (areaLightShape == AreaLightShape.Tube) - lightSize.y = k_MinAreaWidth; - lightSize.z = k_MinAreaWidth; + { + CreateChildEmissiveMeshViewerIfNeeded(); - lightSize = Vector3.Max(Vector3.one * k_MinAreaWidth, lightSize); #if UNITY_EDITOR - legacyLight.areaSize = lightSize; - - // When we're inside the editor, and the scale of the transform will change - // then we must record it with inside the undo - if (legacyLight.transform.localScale != lightSize) - { - Undo.RecordObject(transform, "Light Scale changed"); - } + // In Prefab Instance, as we can be called from OnValidate due to Prefab Asset modification, we need to refresh modification on child emissive mesh + if (needRefreshPrefabInstanceEmissiveMeshes && PrefabUtility.IsPartOfPrefabInstance(this)) + { + emissiveMeshRenderer.shadowCastingMode = m_AreaLightEmissiveMeshShadowCastingMode; + emissiveMeshRenderer.motionVectorGenerationMode = m_AreaLightEmissiveMeshMotionVectorGenerationMode; + } #endif + } - Vector3 lossyToLocalScale = lightSize; - if (transform.parent != null) + // Update Mesh + switch (areaLightShape) { - lossyToLocalScale = new Vector3( - lightSize.x / transform.parent.lossyScale.x, - lightSize.y / transform.parent.lossyScale.y, - lightSize.z / transform.parent.lossyScale.z - ); + case AreaLightShape.Tube: + if (m_EmissiveMeshFilter.sharedMesh != HDRenderPipeline.defaultAsset.renderPipelineResources.assets.emissiveCylinderMesh) + m_EmissiveMeshFilter.sharedMesh = HDRenderPipeline.defaultAsset.renderPipelineResources.assets.emissiveCylinderMesh; + break; + case AreaLightShape.Rectangle: + default: + if (m_EmissiveMeshFilter.sharedMesh != HDRenderPipeline.defaultAsset.renderPipelineResources.assets.emissiveQuadMesh) + m_EmissiveMeshFilter.sharedMesh = HDRenderPipeline.defaultAsset.renderPipelineResources.assets.emissiveQuadMesh; + break; } - legacyLight.transform.localScale = lossyToLocalScale; + + // Update light area size with clamping + Vector3 lightSize = new Vector3(m_ShapeWidth, m_ShapeHeight, 0); + if (areaLightShape == AreaLightShape.Tube) + lightSize.y = 0; + lightSize = Vector3.Max(Vector3.one * k_MinAreaWidth, lightSize); switch (areaLightShape) { @@ -2343,6 +2554,14 @@ internal void UpdateAreaLightEmissiveMesh() break; } +#if UNITY_EDITOR + legacyLight.areaSize = lightSize; +#endif + + // Update child emissive mesh scale + Vector3 lossyScale = emissiveMeshRenderer.transform.localRotation * transform.lossyScale; + emissiveMeshRenderer.transform.localScale = new Vector3(lightSize.x / lossyScale.x, lightSize.y / lossyScale.y, k_MinAreaWidth / lossyScale.z); + // NOTE: When the user duplicates a light in the editor, the material is not duplicated and when changing the properties of one of them (source or duplication) // It either overrides both or is overriden. Given that when we duplicate an object the name changes, this approach works. When the name of the game object is then changed again // the material is not re-created until one of the light properties is changed again. @@ -2458,12 +2677,21 @@ void UpdateShapeSize() // Force to clamp the shape if we changed the type of the light shapeWidth = m_ShapeWidth; shapeHeight = m_ShapeHeight; + +#if UNITY_EDITOR + legacyLight.areaSize = new Vector2(shapeWidth, shapeHeight); +#endif } /// /// Synchronize all the HD Additional Light values with the Light component. /// public void UpdateAllLightValues() + { + UpdateAllLightValues(false); + } + + internal void UpdateAllLightValues(bool fromTimeLine) { UpdateShapeSize(); @@ -2473,8 +2701,7 @@ public void UpdateAllLightValues() // Patch bounds UpdateBounds(); - UpdateAreaLightEmissiveMesh(); - // TODO: synch emissive quad + UpdateAreaLightEmissiveMesh(fromTimeLine: fromTimeLine); } #endregion @@ -2755,6 +2982,15 @@ public void SetBoxSpotSize(Vector2 size) } } +#if UNITY_EDITOR + /// [Editor Only] Set the lightmap bake type. + public LightmapBakeType lightmapBakeType + { + get => legacyLight.lightmapBakeType; + set => legacyLight.lightmapBakeType = value; + } +#endif + #endregion /// @@ -2790,5 +3026,41 @@ ShadowMapType shadowMapType : type != HDLightType.Directional ? ShadowMapType.PunctualAtlas : ShadowMapType.CascadedDirectional; + + void OnEnable() + { + if (shadowUpdateMode == ShadowUpdateMode.OnEnable) + m_ShadowMapRenderedSinceLastRequest = false; + SetEmissiveMeshRendererEnabled(true); + } + + /// + /// Deserialization callback + /// + void ISerializationCallbackReceiver.OnAfterDeserialize() { } + + /// + /// Serialization callback + /// + void ISerializationCallbackReceiver.OnBeforeSerialize() + { + // When reseting, Light component can be not available (will be called later in Reset) + if (m_Light == null || m_Light.Equals(null)) + return; + + UpdateBounds(); + } + + void Reset() + => UpdateBounds(); + + /// Tell if the light is overlapping for the light overlap debug mode + internal bool IsOverlapping() + { + var baking = GetComponent().bakingOutput; + bool isOcclusionSeparatelyBaked = baking.occlusionMaskChannel != -1; + bool isDirectUsingBakedOcclusion = baking.mixedLightingMode == MixedLightingMode.Shadowmask || baking.mixedLightingMode == MixedLightingMode.Subtractive; + return isDirectUsingBakedOcclusion && !isOcclusionSeparatelyBaked; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs index 8de7e0f0406..0d020b648f2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightCookieManager.cs @@ -63,9 +63,6 @@ public LightCookieManager(HDRenderPipelineAsset hdAsset, int maxCacheSize) cookieFormat = (GraphicsFormat)gLightLoopSettings.cookieFormat; cookieAtlasLastValidMip = gLightLoopSettings.cookieAtlasLastValidMip; - if (PowerOfTwoTextureAtlas.GetApproxCacheSizeInByte(1, cookieAtlasSize, true, cookieFormat) > HDRenderPipeline.k_MaxCacheSize) - cookieAtlasSize = PowerOfTwoTextureAtlas.GetMaxCacheSizeForWeightInByte(HDRenderPipeline.k_MaxCacheSize, true, cookieFormat); - m_CookieAtlas = new PowerOfTwoTextureAtlas(cookieAtlasSize, gLightLoopSettings.cookieAtlasLastValidMip, cookieFormat, name: "Cookie Atlas (Punctual Lights)", useMipMap: true); m_CubeToPanoMaterial = CoreUtils.CreateEngineMaterial(hdResources.shaders.cubeToPanoPS); @@ -142,6 +139,13 @@ Texture FilterAreaLightTexture(CommandBuffer cmd, Texture source) name = cacheName + "TempAreaLightRT0" }; + // Clear the textures to avoid filtering with NaNs on consoles. + for (int mipIdx = 0; mipIdx < mipMapCount; ++mipIdx) + { + cmd.SetRenderTarget(m_TempRenderTexture0, mipIdx); + cmd.ClearRenderTarget(false, true, Color.clear); + } + // We start by a horizontal gaussian into mip 1 that reduces the width by a factor 2 but keeps the same height m_TempRenderTexture1 = new RenderTexture(sourceWidth >> 1, sourceHeight, 1, cookieFormat) { @@ -150,6 +154,14 @@ Texture FilterAreaLightTexture(CommandBuffer cmd, Texture source) autoGenerateMips = false, name = cacheName + "TempAreaLightRT1" }; + + // Clear the textures to avoid filtering with NaNs on consoles. + for (int mipIdx = 0; mipIdx < mipMapCount - 1; ++mipIdx) + { + cmd.SetRenderTarget(m_TempRenderTexture1, mipIdx); + cmd.ClearRenderTarget(false, true, Color.clear); + } + } using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.AreaLightCookieConvolution))) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs index c4c150f3de9..624ba0a393c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs @@ -71,7 +71,7 @@ struct DirectionalLightData public Vector3 forward; public CookieMode cookieMode; - + public Vector4 cookieScaleOffset; public Vector3 right; // Rescaled by (2 / shapeWidth) @@ -144,7 +144,7 @@ struct LightData public CookieMode cookieMode; public int cookieIndex; // Texture array index of the point and rectangle light cookies public int shadowIndex; // -1 if unused (TODO: 16 bit) - + public Vector4 cookieScaleOffset; // coordinates of the cookie texture in the atlas public int contactShadowMask; // negative if unused (TODO: 16 bit) @@ -186,7 +186,7 @@ enum EnvShapeType [GenerateHLSL] enum EnvConstants { - SpecCubeLodStep = 6 + ConvolutionMipCount = 7, } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl index 2fd2c00c298..4723c0ddf02 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightDefinition.cs.hlsl @@ -40,7 +40,7 @@ // // UnityEngine.Rendering.HighDefinition.EnvConstants: static fields // -#define ENVCONSTANTS_SPEC_CUBE_LOD_STEP (6) +#define ENVCONSTANTS_CONVOLUTION_MIP_COUNT (7) // // UnityEngine.Rendering.HighDefinition.EnvCacheType: static fields diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl index e35df0cc382..e509922b0d0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightEvaluation.hlsl @@ -302,42 +302,7 @@ DirectionalShadowType EvaluateShadow_Directional(LightLoopContext lightLoopConte // Punctual Light evaluation helper //----------------------------------------------------------------------------- -// distances = {d, d^2, 1/d, d_proj} -void ModifyDistancesForFillLighting(inout float4 distances, float lightSqRadius) -{ - // Apply the sphere light hack to soften the core of the punctual light. - // It is not physically plausible (using max() is more correct, but looks worse). - // See https://www.desmos.com/calculator/otqhxunqhl - // We only modify 1/d for performance reasons. - float sqDist = distances.y; - distances.z = rsqrt(sqDist + lightSqRadius); // Recompute 1/d -} - -// Returns the normalized light vector L and the distances = {d, d^2, 1/d, d_proj}. -void GetPunctualLightVectors(float3 positionWS, LightData light, out float3 L, out float4 distances) -{ - float3 lightToSample = positionWS - light.positionRWS; - - distances.w = dot(lightToSample, light.forward); - - if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX) - { - L = -light.forward; - distances.xyz = 1; // No distance or angle attenuation - } - else - { - float3 unL = -lightToSample; - float distSq = dot(unL, unL); - float distRcp = rsqrt(distSq); - float dist = distSq * distRcp; - - L = unL * distRcp; - distances.xyz = float3(dist, distSq, distRcp); - - ModifyDistancesForFillLighting(distances, light.size.x); - } -} +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl" float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData light, float3 lightToSample) @@ -362,7 +327,12 @@ float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData ligh // Perform orthographic or perspective projection. float perspectiveZ = (lightType != GPULIGHTTYPE_PROJECTOR_BOX) ? positionLS.z : 1.0; float2 positionCS = positionLS.xy / perspectiveZ; - bool isInBounds = Max3(abs(positionCS.x), abs(positionCS.y), 1.0 - positionLS.z) <= light.boxLightSafeExtent; + + float z = positionLS.z; + float r = light.range; + + // Box lights have no range attenuation, so we must clip manually. + bool isInBounds = Max3(abs(positionCS.x), abs(positionCS.y), abs(z - 0.5 * r) - 0.5 * r + 1) <= light.boxLightSafeExtent; // Remap the texture coordinates from [-1, 1]^2 to [0, 1]^2. float2 positionNDC = positionCS * 0.5 + 0.5; @@ -390,7 +360,12 @@ float4 EvaluateCookie_Punctual(LightLoopContext lightLoopContext, LightData ligh // Perform orthographic or perspective projection. float perspectiveZ = (lightType != GPULIGHTTYPE_PROJECTOR_BOX) ? positionLS.z : 1.0; float2 positionCS = positionLS.xy / perspectiveZ; - bool isInBounds = Max3(abs(positionCS.x), abs(positionCS.y), 1.0 - positionLS.z) <= light.boxLightSafeExtent; + + float z = positionLS.z; + float r = light.range; + + // Box lights have no range attenuation, so we must clip manually. + bool isInBounds = Max3(abs(positionCS.x), abs(positionCS.y), abs(z - 0.5 * r) - 0.5 * r + 1) <= light.boxLightSafeExtent; // Manually clamp to border (black). cookie.a = isInBounds ? 1.0 : 0.0; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute index 3ce1088838d..8093814e7d7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/Deferred.compute @@ -114,7 +114,7 @@ CBUFFER_END #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStencilUsage.cs.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch //------------------------------------------------------------------------------------- // variable declaration diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader index 5da59a25c6d..bc68896e4f4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/DeferredTile.shader @@ -31,7 +31,7 @@ Shader "Hidden/HDRP/DeferredTile" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag @@ -293,7 +293,7 @@ Shader "Hidden/HDRP/DeferredTile" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs index f969fa4d690..1ca6843ed51 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs @@ -6,6 +6,14 @@ namespace UnityEngine.Rendering.HighDefinition { static class VisibleLightExtensionMethods { + public struct VisibleLightAxisAndPosition + { + public Vector3 Position; + public Vector3 Forward; + public Vector3 Up; + public Vector3 Right; + } + public static Vector3 GetPosition(this VisibleLight value) { return value.localToWorldMatrix.GetColumn(3); @@ -25,6 +33,17 @@ public static Vector3 GetRight(this VisibleLight value) { return value.localToWorldMatrix.GetColumn(0); } + + public static VisibleLightAxisAndPosition GetAxisAndPosition(this VisibleLight value) + { + var matrix = value.localToWorldMatrix; + VisibleLightAxisAndPosition output; + output.Position = matrix.GetColumn(3); + output.Forward = matrix.GetColumn(2); + output.Up = matrix.GetColumn(1); + output.Right = matrix.GetColumn(0); + return output; + } } //----------------------------------------------------------------------------- @@ -105,33 +124,33 @@ class LightDefinitions [GenerateHLSL] struct SFiniteLightBound { - public Vector3 boxAxisX; - public Vector3 boxAxisY; - public Vector3 boxAxisZ; - public Vector3 center; // a center in camera space inside the bounding volume of the light source. - public Vector2 scaleXY; - public float radius; + public Vector3 boxAxisX; // Scaled by the extents (half-size) + public Vector3 boxAxisY; // Scaled by the extents (half-size) + public Vector3 boxAxisZ; // Scaled by the extents (half-size) + public Vector3 center; // Center of the bounds (box) in camera space + public Vector2 scaleXY; // Scale applied to the top of the box to turn it into a truncated pyramid + public float radius; // Circumscribed sphere for the bounds (box) }; [GenerateHLSL] struct LightVolumeData { - public Vector3 lightPos; - public uint lightVolume; + public Vector3 lightPos; // Of light's "origin" + public uint lightVolume; // Type index - public Vector3 lightAxisX; - public uint lightCategory; + public Vector3 lightAxisX; // Normalized + public uint lightCategory; // Category index - public Vector3 lightAxisY; - public float radiusSq; + public Vector3 lightAxisY; // Normalized + public float radiusSq; // Cone and sphere: light range squared - public Vector3 lightAxisZ; // spot +Z axis - public float cotan; + public Vector3 lightAxisZ; // Normalized + public float cotan; // Cone: cotan of the aperture (half-angle) - public Vector3 boxInnerDist; + public Vector3 boxInnerDist; // Box: extents (half-size) of the inner box public uint featureFlags; - public Vector3 boxInvRange; + public Vector3 boxInvRange; // Box: 1 / (OuterBoxExtents - InnerBoxExtents) public float unused2; }; @@ -459,8 +478,15 @@ Matrix4x4 GetWorldToViewMatrix(HDCamera hdCamera, int viewIndex) { var viewMatrix = (hdCamera.xr.enabled ? hdCamera.xr.GetViewMatrix(viewIndex) : hdCamera.camera.worldToCameraMatrix); - // camera.worldToCameraMatrix is RHS and Unity's transforms are LHS, we need to flip it to work with transforms - return s_FlipMatrixLHSRHS * viewMatrix; + // camera.worldToCameraMatrix is RHS and Unity's transforms are LHS, we need to flip it to work with transforms. + // Note that this is equivalent to s_FlipMatrixLHSRHS * viewMatrix, but faster given that it doesn't need full matrix multiply + // However if for some reason s_FlipMatrixLHSRHS changes from Matrix4x4.Scale(new Vector3(1, 1, -1)), this need to change as well. + viewMatrix.m20 *= -1; + viewMatrix.m21 *= -1; + viewMatrix.m22 *= -1; + viewMatrix.m23 *= -1; + + return viewMatrix; } // Keep track of the maximum number of XR instanced views @@ -655,6 +681,9 @@ struct ScreenSpaceShadowData int m_DebugSelectedLightShadowIndex; int m_DebugSelectedLightShadowCount; + // Data needed for the PrepareGPULightdata + List m_WorldToViewMatrices = new List(ShaderConfig.s_XrMaxViews); + static MaterialPropertyBlock m_LightLoopDebugMaterialProperties = new MaterialPropertyBlock(); bool HasLightToCull() @@ -953,6 +982,13 @@ void LightLoopNewFrame(HDCamera hdCamera) } m_TextureCaches.NewFrame(); + + m_WorldToViewMatrices.Clear(); + int viewCount = hdCamera.viewCount; + for (int viewIndex = 0; viewIndex < viewCount; ++viewIndex) + { + m_WorldToViewMatrices.Add(GetWorldToViewMatrix(hdCamera, viewIndex)); + } } bool LightLoopNeedResize(HDCamera hdCamera, TileAndClusterData tileAndClusterData) @@ -1119,7 +1155,7 @@ static Vector3 EvaluateAtmosphericAttenuation(PhysicallyBasedSky skySettings, Ve } internal void GetDirectionalLightData(CommandBuffer cmd, HDCamera hdCamera, VisibleLight light, Light lightComponent, int lightIndex, int shadowIndex, - DebugDisplaySettings debugDisplaySettings, int sortedIndex, bool isPhysicallyBasedSkyActive, ref int screenSpaceShadowIndex, ref int screenSpaceShadowslot) + int sortedIndex, bool isPhysicallyBasedSkyActive, ref int screenSpaceShadowIndex, ref int screenSpaceShadowslot) { var processedData = m_ProcessedLightData[lightIndex]; var additionalLightData = processedData.additionalLightData; @@ -1127,7 +1163,7 @@ internal void GetDirectionalLightData(CommandBuffer cmd, HDCamera hdCamera, Visi var lightData = new DirectionalLightData(); - lightData.lightLayers = additionalLightData.GetLightLayers(); + lightData.lightLayers = hdCamera.frameSettings.IsEnabled(FrameSettingsField.LightLayers) ? additionalLightData.GetLightLayers() : uint.MaxValue; // Light direction for directional is opposite to the forward direction lightData.forward = light.GetForward(); @@ -1272,7 +1308,7 @@ bool EnoughScreenSpaceShadowSlots(GPULightType gpuLightType, int screenSpaceChan } internal void GetLightData(CommandBuffer cmd, HDCamera hdCamera, HDShadowSettings shadowSettings, VisibleLight light, Light lightComponent, - int lightIndex, int shadowIndex, ref Vector3 lightDimensions, DebugDisplaySettings debugDisplaySettings, ref int screenSpaceShadowIndex, ref int screenSpaceChannelSlot) + int lightIndex, int shadowIndex, BoolScalableSetting contactShadowsScalableSetting, ref Vector3 lightDimensions, ref int screenSpaceShadowIndex, ref int screenSpaceChannelSlot) { var processedData = m_ProcessedLightData[lightIndex]; var additionalLightData = processedData.additionalLightData; @@ -1281,17 +1317,16 @@ internal void GetLightData(CommandBuffer cmd, HDCamera hdCamera, HDShadowSetting var lightData = new LightData(); - lightData.lightLayers = additionalLightData.GetLightLayers(); + var visibleLightAxisAndPosition = light.GetAxisAndPosition(); + lightData.lightLayers = hdCamera.frameSettings.IsEnabled(FrameSettingsField.LightLayers) ? additionalLightData.GetLightLayers() : uint.MaxValue; lightData.lightType = gpuLightType; - lightData.positionRWS = light.GetPosition(); - - bool applyRangeAttenuation = additionalLightData.applyRangeAttenuation && (gpuLightType != GPULightType.ProjectorBox); + lightData.positionRWS = visibleLightAxisAndPosition.Position; lightData.range = light.range; - if (applyRangeAttenuation) + if (additionalLightData.applyRangeAttenuation) { lightData.rangeAttenuationScale = 1.0f / (light.range * light.range); lightData.rangeAttenuationBias = 1.0f; @@ -1323,9 +1358,9 @@ internal void GetLightData(CommandBuffer cmd, HDCamera hdCamera, HDShadowSetting lightData.color = GetLightColor(light); - lightData.forward = light.GetForward(); - lightData.up = light.GetUp(); - lightData.right = light.GetRight(); + lightData.forward = visibleLightAxisAndPosition.Forward; + lightData.up = visibleLightAxisAndPosition.Up; + lightData.right = visibleLightAxisAndPosition.Right; lightDimensions.x = additionalLightData.shapeWidth; lightDimensions.y = additionalLightData.shapeHeight; @@ -1453,7 +1488,7 @@ internal void GetLightData(CommandBuffer cmd, HDCamera hdCamera, HDShadowSetting float shadowDistanceFade = HDUtils.ComputeLinearDistanceFade(processedData.distanceToCamera, Mathf.Min(shadowSettings.maxShadowDistance.value, additionalLightData.shadowFadeDistance)); lightData.shadowDimmer = shadowDistanceFade * additionalLightData.shadowDimmer; lightData.volumetricShadowDimmer = shadowDistanceFade * additionalLightData.volumetricShadowDimmer; - GetContactShadowMask(additionalLightData, HDAdditionalLightData.ScalableSettings.UseContactShadow(m_Asset), hdCamera, ref lightData.contactShadowMask, ref lightData.isRayTracedContactShadow); + GetContactShadowMask(additionalLightData, contactShadowsScalableSetting, hdCamera, ref lightData.contactShadowMask, ref lightData.isRayTracedContactShadow); // We want to have a colored penumbra if the flag is on and the color is not gray bool penumbraTint = additionalLightData.penumbraTint && ((additionalLightData.shadowTint.r != additionalLightData.shadowTint.g) || (additionalLightData.shadowTint.g != additionalLightData.shadowTint.b)); @@ -1534,10 +1569,9 @@ void GetLightVolumeDataAndBound(LightCategory lightCategory, GPULightType gpuLig Vector3 positionWS = lightData.positionRWS; Vector3 positionVS = worldToView.MultiplyPoint(positionWS); - Matrix4x4 lightToView = worldToView * lightToWorld; - Vector3 xAxisVS = lightToView.GetColumn(0); - Vector3 yAxisVS = lightToView.GetColumn(1); - Vector3 zAxisVS = lightToView.GetColumn(2); + Vector3 xAxisVS = worldToView.MultiplyVector(lightToWorld.GetColumn(0)); + Vector3 yAxisVS = worldToView.MultiplyVector(lightToWorld.GetColumn(1)); + Vector3 zAxisVS = worldToView.MultiplyVector(lightToWorld.GetColumn(2)); // Fill bounds var bound = new SFiniteLightBound(); @@ -1630,63 +1664,61 @@ void GetLightVolumeDataAndBound(LightCategory lightCategory, GPULightType gpuLig else if (gpuLightType == GPULightType.Tube) { Vector3 dimensions = new Vector3(lightDimensions.x + 2 * range, 2 * range, 2 * range); // Omni-directional - Vector3 extents = 0.5f * dimensions; + Vector3 extents = 0.5f * dimensions; + Vector3 centerVS = positionVS; - bound.center = positionVS; + bound.center = centerVS; bound.boxAxisX = extents.x * xAxisVS; bound.boxAxisY = extents.y * yAxisVS; bound.boxAxisZ = extents.z * zAxisVS; + bound.radius = extents.magnitude; bound.scaleXY.Set(1.0f, 1.0f); - bound.radius = extents.magnitude; - lightVolumeData.lightPos = positionVS; + lightVolumeData.lightPos = centerVS; lightVolumeData.lightAxisX = xAxisVS; lightVolumeData.lightAxisY = yAxisVS; lightVolumeData.lightAxisZ = zAxisVS; - lightVolumeData.boxInnerDist = new Vector3(lightDimensions.x, 0, 0); - lightVolumeData.boxInvRange.Set(1.0f / range, 1.0f / range, 1.0f / range); + lightVolumeData.boxInvRange.Set(1.0f / extents.x, 1.0f / extents.y, 1.0f / extents.z); lightVolumeData.featureFlags = (uint)LightFeatureFlags.Area; } else if (gpuLightType == GPULightType.Rectangle) { Vector3 dimensions = new Vector3(lightDimensions.x + 2 * range, lightDimensions.y + 2 * range, range); // One-sided - Vector3 extents = 0.5f * dimensions; - Vector3 centerVS = positionVS + extents.z * zAxisVS; + Vector3 extents = 0.5f * dimensions; + Vector3 centerVS = positionVS + extents.z * zAxisVS; - bound.center = centerVS; + bound.center = centerVS; bound.boxAxisX = extents.x * xAxisVS; bound.boxAxisY = extents.y * yAxisVS; bound.boxAxisZ = extents.z * zAxisVS; + bound.radius = extents.magnitude; bound.scaleXY.Set(1.0f, 1.0f); - bound.radius = extents.magnitude; - lightVolumeData.lightPos = centerVS; + lightVolumeData.lightPos = centerVS; lightVolumeData.lightAxisX = xAxisVS; lightVolumeData.lightAxisY = yAxisVS; lightVolumeData.lightAxisZ = zAxisVS; - lightVolumeData.boxInnerDist = extents; - lightVolumeData.boxInvRange.Set(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity); + lightVolumeData.boxInvRange.Set(1.0f / extents.x, 1.0f / extents.y, 1.0f / extents.z); lightVolumeData.featureFlags = (uint)LightFeatureFlags.Area; } else if (gpuLightType == GPULightType.ProjectorBox) { Vector3 dimensions = new Vector3(lightDimensions.x, lightDimensions.y, range); // One-sided - Vector3 extents = 0.5f * dimensions; - Vector3 centerVS = positionVS + extents.z * zAxisVS; + Vector3 extents = 0.5f * dimensions; + Vector3 centerVS = positionVS + extents.z * zAxisVS; - bound.center = centerVS; + bound.center = centerVS; bound.boxAxisX = extents.x * xAxisVS; bound.boxAxisY = extents.y * yAxisVS; bound.boxAxisZ = extents.z * zAxisVS; - bound.radius = extents.magnitude; + bound.radius = extents.magnitude; bound.scaleXY.Set(1.0f, 1.0f); - lightVolumeData.lightPos = centerVS; + lightVolumeData.lightPos = centerVS; lightVolumeData.lightAxisX = xAxisVS; lightVolumeData.lightAxisY = yAxisVS; lightVolumeData.lightAxisZ = zAxisVS; - lightVolumeData.boxInnerDist = extents; - lightVolumeData.boxInvRange.Set(Mathf.Infinity, Mathf.Infinity, Mathf.Infinity); + lightVolumeData.boxInvRange.Set(1.0f / extents.x, 1.0f / extents.y, 1.0f / extents.z); lightVolumeData.featureFlags = (uint)LightFeatureFlags.Punctual; } else if (gpuLightType == GPULightType.Disc) @@ -1702,7 +1734,7 @@ void GetLightVolumeDataAndBound(LightCategory lightCategory, GPULightType gpuLig m_lightList.lightsPerView[viewIndex].lightVolumes.Add(lightVolumeData); } - internal bool GetEnvLightData(CommandBuffer cmd, HDCamera hdCamera, in ProcessedProbeData processedProbe, DebugDisplaySettings debugDisplaySettings, ref EnvLightData envLightData) + internal bool GetEnvLightData(CommandBuffer cmd, HDCamera hdCamera, in ProcessedProbeData processedProbe, ref EnvLightData envLightData) { Camera camera = hdCamera.camera; HDProbe probe = processedProbe.hdProbe; @@ -1781,7 +1813,7 @@ internal bool GetEnvLightData(CommandBuffer cmd, HDCamera hdCamera, in Processed return false; InfluenceVolume influence = probe.influenceVolume; - envLightData.lightLayers = probe.lightLayersAsUInt; + envLightData.lightLayers = hdCamera.frameSettings.IsEnabled(FrameSettingsField.LightLayers) ? probe.lightLayersAsUInt : uint.MaxValue; envLightData.influenceShapeType = influence.envShape; envLightData.weight = processedProbe.weight; envLightData.multiplier = probe.multiplier * m_indirectLightingController.indirectSpecularIntensity.value; @@ -2053,7 +2085,7 @@ void PreprocessLightData(ref ProcessedLightData processedData, VisibleLight ligh processedData.additionalLightData = additionalLightData; processedData.lightType = additionalLightData.ComputeLightType(lightComponent); - processedData.distanceToCamera = (light.GetPosition() - hdCamera.camera.transform.position).magnitude; + processedData.distanceToCamera = (additionalLightData.transform.position - hdCamera.camera.transform.position).magnitude; // Evaluate the types that define the current light processedData.lightCategory = LightCategory.Count; @@ -2168,7 +2200,7 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu // Now that all the lights have requested a shadow resolution, we can layout them in the atlas // And if needed rescale the whole atlas - m_ShadowManager.LayoutShadowMaps(debugDisplaySettings.data.lightingDebugSettings); + m_ShadowManager.LayoutShadowMaps(m_CurrentDebugDisplaySettings.data.lightingDebugSettings); // Using the same pattern than shadowmaps, light have requested space in the atlas for their // cookies and now we can layout the atlas (re-insert all entries by order of size) if needed @@ -2190,6 +2222,8 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu // The lightLoop is in charge, not the shadow pass. // For now we will still apply the maximum of shadow here but we don't apply the sorting by priority + slot allocation yet + BoolScalableSetting contactShadowScalableSetting = HDAdditionalLightData.ScalableSettings.UseContactShadow(m_Asset); + // 2. Go through all lights, convert them to GPU format. // Simultaneously create data for culling (LightVolumeData and SFiniteLightBound) @@ -2217,11 +2251,11 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu if (additionalLightData.WillRenderShadowMap()) { int shadowRequestCount; - shadowIndex = additionalLightData.UpdateShadowRequest(hdCamera, m_ShadowManager, hdShadowSettings, light, cullResults, lightIndex, debugDisplaySettings.data.lightingDebugSettings, out shadowRequestCount); + shadowIndex = additionalLightData.UpdateShadowRequest(hdCamera, m_ShadowManager, hdShadowSettings, light, cullResults, lightIndex, m_CurrentDebugDisplaySettings.data.lightingDebugSettings, out shadowRequestCount); #if UNITY_EDITOR - if ((debugDisplaySettings.data.lightingDebugSettings.shadowDebugUseSelection - || debugDisplaySettings.data.lightingDebugSettings.shadowDebugMode == ShadowMapDebugMode.SingleShadow) + if ((m_CurrentDebugDisplaySettings.data.lightingDebugSettings.shadowDebugUseSelection + || m_CurrentDebugDisplaySettings.data.lightingDebugSettings.shadowDebugMode == ShadowMapDebugMode.SingleShadow) && UnityEditor.Selection.activeGameObject == lightComponent.gameObject) { m_DebugSelectedLightShadowIndex = shadowIndex; @@ -2233,7 +2267,7 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu // Directional rendering side, it is separated as it is always visible so no volume to handle here if (gpuLightType == GPULightType.Directional) { - GetDirectionalLightData(cmd, hdCamera, light, lightComponent, lightIndex, shadowIndex, debugDisplaySettings, directionalLightcount, isPbrSkyActive, ref m_ScreenSpaceShadowIndex, ref m_ScreenSpaceShadowChannelSlot); + GetDirectionalLightData(cmd, hdCamera, light, lightComponent, lightIndex, shadowIndex, directionalLightcount, isPbrSkyActive, ref m_ScreenSpaceShadowIndex, ref m_ScreenSpaceShadowChannelSlot); directionalLightcount++; @@ -2253,7 +2287,7 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu Vector3 lightDimensions = new Vector3(); // X = length or width, Y = height, Z = range (depth) // Punctual, area, projector lights - the rendering side. - GetLightData(cmd, hdCamera, hdShadowSettings, light, lightComponent, lightIndex, shadowIndex, ref lightDimensions, debugDisplaySettings, ref m_ScreenSpaceShadowIndex, ref m_ScreenSpaceShadowChannelSlot); + GetLightData(cmd, hdCamera, hdShadowSettings, light, lightComponent, lightIndex, shadowIndex, contactShadowScalableSetting, ref lightDimensions, ref m_ScreenSpaceShadowIndex, ref m_ScreenSpaceShadowChannelSlot); switch (lightCategory) { @@ -2271,8 +2305,7 @@ void PrepareGPULightdata(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu // Then culling side. Must be call in this order as we pass the created Light data to the function for (int viewIndex = 0; viewIndex < hdCamera.viewCount; ++viewIndex) { - var worldToView = GetWorldToViewMatrix(hdCamera, viewIndex); - GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], lightDimensions, worldToView, viewIndex); + GetLightVolumeDataAndBound(lightCategory, gpuLightType, lightVolumeType, light, m_lightList.lights[m_lightList.lights.Count - 1], lightDimensions, m_WorldToViewMatrices[viewIndex], viewIndex); } // We make the light position camera-relative as late as possible in order @@ -2305,7 +2338,7 @@ bool TrivialRejectProbe(in ProcessedProbeData processedProbe, HDCamera hdCamera) return true; // Discard probe if disabled in debug menu - if (!debugDisplaySettings.data.lightingDebugSettings.showReflectionProbe) + if (!m_CurrentDebugDisplaySettings.data.lightingDebugSettings.showReflectionProbe) return true; // Discard probe if its distance is too far or if its weight is at 0 @@ -2346,7 +2379,7 @@ internal static void PreprocessProbeData(ref ProcessedProbeData processedData, H int PreprocessVisibleProbes(HDCamera hdCamera, CullingResults cullResults, HDProbeCullingResults hdProbeCullingResults, in AOVRequestData aovRequest) { - var debugLightFilter = debugDisplaySettings.GetDebugLightFilterMode(); + var debugLightFilter = m_CurrentDebugDisplaySettings.GetDebugLightFilterMode(); var hasDebugLightFilter = debugLightFilter != DebugLightFilterMode.None; // Redo everything but this time with envLights @@ -2373,17 +2406,17 @@ int PreprocessVisibleProbes(HDCamera hdCamera, CullingResults cullResults, HDPro { var probe = cullResults.visibleReflectionProbes[probeIndex]; + if (probe.reflectionProbe == null + || probe.reflectionProbe.Equals(null) || !probe.reflectionProbe.isActiveAndEnabled + || !aovRequest.IsLightEnabled(probe.reflectionProbe.gameObject)) + continue; + ref ProcessedProbeData processedData = ref m_ProcessedReflectionProbeData[probeIndex]; PreprocessReflectionProbeData(ref processedData, probe, hdCamera); if (TrivialRejectProbe(processedData, hdCamera)) continue; - if (probe.reflectionProbe == null - || probe.reflectionProbe.Equals(null) || !probe.reflectionProbe.isActiveAndEnabled - || !aovRequest.IsLightEnabled(probe.reflectionProbe.gameObject)) - continue; - // Work around the data issues. if (probe.localToWorldMatrix.determinant == 0) { @@ -2453,7 +2486,7 @@ void PrepareGPUProbeData(CommandBuffer cmd, HDCamera hdCamera, CullingResults cu EnvLightData envLightData = new EnvLightData(); - if (GetEnvLightData(cmd, hdCamera, processedProbe, debugDisplaySettings, ref envLightData)) + if (GetEnvLightData(cmd, hdCamera, processedProbe, ref envLightData)) { // it has been filled m_lightList.envLights.Add(envLightData); @@ -2614,7 +2647,8 @@ internal void ReserveCookieAtlasTexture(HDAdditionalLightData hdLightData, Light break; case HDLightType.Spot: // Projectors lights must always have a cookie texture. - m_TextureCaches.lightCookieManager.ReserveSpace(light?.cookie ?? Texture2D.whiteTexture); + if (hdLightData.spotLightShape != SpotLightShape.Cone || light?.cookie != null) + m_TextureCaches.lightCookieManager.ReserveSpace(light?.cookie ?? Texture2D.whiteTexture); break; case HDLightType.Area: // Only rectnagles can have cookies @@ -3114,7 +3148,8 @@ void BuildGPULightListsCommon(HDCamera hdCamera, CommandBuffer cmd) // Note we clear the whole content and not just the header since it is fast enough, happens only in one frame and is a bit more robust // to changes to the inner workings of the lists. // Also, we clear all the lists and to be resilient to changes in pipeline. - ClearLightList(hdCamera, cmd, resources.tileAndClusterData.bigTileLightList); + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.BigTilePrepass)) + ClearLightList(hdCamera, cmd, resources.tileAndClusterData.bigTileLightList); ClearLightList(hdCamera, cmd, resources.tileAndClusterData.lightList); ClearLightList(hdCamera, cmd, resources.tileAndClusterData.perVoxelOffset); @@ -3411,8 +3446,12 @@ ContactShadowsParameters PrepareContactShadowsParameters(HDCamera hdCamera, floa float contactShadowRange = Mathf.Clamp(m_ContactShadows.fadeDistance.value, 0.0f, m_ContactShadows.maxDistance.value); float contactShadowFadeEnd = m_ContactShadows.maxDistance.value; float contactShadowOneOverFadeRange = 1.0f / Math.Max(1e-6f, contactShadowRange); + + float contactShadowMinDist = Mathf.Min(m_ContactShadows.minDistance.value, contactShadowFadeEnd); + float contactShadowFadeIn = Mathf.Clamp(m_ContactShadows.fadeInDistance.value, 1e-6f, contactShadowFadeEnd); + parameters.params1 = new Vector4(m_ContactShadows.length.value, m_ContactShadows.distanceScaleFactor.value, contactShadowFadeEnd, contactShadowOneOverFadeRange); - parameters.params2 = new Vector4(firstMipOffsetY, 0.0f, 0.0f, 0.0f); + parameters.params2 = new Vector4(firstMipOffsetY, contactShadowMinDist, contactShadowFadeIn, 0.0f); parameters.sampleCount = m_ContactShadows.sampleCount; int deferredShadowTileSize = 16; // Must match DeferreDirectionalShadow.compute @@ -3571,7 +3610,7 @@ void RenderDeferredLighting(HDCamera hdCamera, CommandBuffer cmd) if (hdCamera.frameSettings.litShaderMode != LitShaderMode.Deferred) return; - var parameters = PrepareDeferredLightingParameters(hdCamera, debugDisplaySettings); + var parameters = PrepareDeferredLightingParameters(hdCamera, m_CurrentDebugDisplaySettings); var resources = PrepareDeferredLightingResources(); if (parameters.enableTile) @@ -3834,7 +3873,7 @@ static void RenderLightLoopDebugOverlay(in DebugParameters debugParameters, Comm { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayCookieAtlas))) { - m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._ApplyExposure, 0.0f); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._Mipmap, lightingDebug.cookieAtlasMipLevel); m_LightLoopDebugMaterialProperties.SetTexture(HDShaderIDs._InputTexture, parameters.cookieManager.atlasTexture); cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize)); @@ -3847,7 +3886,7 @@ static void RenderLightLoopDebugOverlay(in DebugParameters debugParameters, Comm { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayPointLightCookieArray))) { - m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._ApplyExposure, 0.0f); m_LightLoopDebugMaterialProperties.SetTexture(HDShaderIDs._InputCubemap, parameters.cookieManager.cubeCache); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._Mipmap, 0); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._SliceIndex, lightingDebug.cookieCubeArraySliceIndex); @@ -3867,7 +3906,7 @@ static void RenderLightLoopDebugOverlay(in DebugParameters debugParameters, Comm { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DisplayPlanarReflectionProbeAtlas))) { - m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._ApplyExposure, 1.0f); m_LightLoopDebugMaterialProperties.SetFloat(HDShaderIDs._Mipmap, lightingDebug.planarReflectionProbeMipLevel); m_LightLoopDebugMaterialProperties.SetTexture(HDShaderIDs._InputTexture, parameters.planarProbeCache.GetTexCache()); cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize)); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl index f3b5171a290..546dd0b1992 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl @@ -8,18 +8,76 @@ // LightLoop // ---------------------------------------------------------------------------- -void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdfData, inout float3 diffuseLighting, inout float3 specularLighting) +void ApplyDebugToLighting(LightLoopContext context, inout BuiltinData builtinData, inout AggregateLighting aggregateLighting) { #ifdef DEBUG_DISPLAY - if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING) - { - specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting - } - else if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING) + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) { - diffuseLighting = float3(0.0, 0.0, 0.0); // Disable diffuse lighting + if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + aggregateLighting.direct.diffuse = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + aggregateLighting.direct.specular = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode == DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_INDIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + aggregateLighting.indirect.specularReflected = real3(0.0, 0.0, 0.0); + } + + // Note: specular transmission is the refraction and as it reflect lighting behind the object it + // must be displayed for both diffuse and specular mode, except if we ask for direct lighting only + if (_DebugLightingMode != DEBUGLIGHTINGMODE_REFRACTION_LIGHTING) + { + aggregateLighting.indirect.specularTransmitted = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode == DEBUGLIGHTINGMODE_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_DIFFUSE_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_DIRECT_SPECULAR_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFLECTION_LIGHTING || + _DebugLightingMode == DEBUGLIGHTINGMODE_REFRACTION_LIGHTING +#if (SHADERPASS != SHADERPASS_DEFERRED_LIGHTING) + || _DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING // With deferred, Emissive is store in builtinData.bakeDiffuseLighting +#endif + ) + { + builtinData.bakeDiffuseLighting = real3(0.0, 0.0, 0.0); + } + + if (_DebugLightingMode != DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + builtinData.emissiveColor = real3(0.0, 0.0, 0.0); + } } - else if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) +#endif +} + +void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdfData, inout float3 diffuseLighting, inout float3 specularLighting) +{ +#ifdef DEBUG_DISPLAY + if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) { specularLighting = float3(0.0, 0.0, 0.0); // Disable specular lighting // Take the luminance @@ -76,7 +134,7 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf } else if (_DebugLightingMode == DEBUGLIGHTINGMODE_MATCAP_VIEW) { - specularLighting = 0.0f; + specularLighting = float3(0.0, 0.0, 0.0); float3 normalVS = mul((float3x3)UNITY_MATRIX_V, bsdfData.normalWS).xyz; float3 V = GetWorldSpaceNormalizeViewDir(posInput.positionWS); @@ -93,10 +151,6 @@ void ApplyDebug(LightLoopContext context, PositionInputs posInput, BSDFData bsdf diffuseLighting = SAMPLE_TEXTURE2D_LOD(_DebugMatCapTexture, s_linear_repeat_sampler, UV, 0).rgb * (_MatcapMixAlbedo > 0 ? defaultColor.rgb * _MatcapViewScale : 1.0f); } - - // We always apply exposure when in debug mode. The exposure value will be at a neutral 0.0 when not needed. - diffuseLighting *= exp2(_DebugExposure); - specularLighting *= exp2(_DebugExposure); #endif } @@ -383,6 +437,7 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS { lightData.lightType = GPULIGHTTYPE_TUBE; // Enforce constant propagation lightData.cookieIndex = -1; // Enforce constant propagation + lightData.cookieMode = COOKIEMODE_NONE; // Enforce constant propagation if (IsMatchingLightLayer(lightData.lightLayers, builtinData.renderingLayers)) { @@ -409,6 +464,12 @@ void LightLoop( float3 V, PositionInputs posInput, PreLightData preLightData, BS } #endif + ApplyDebugToLighting(context, builtinData, aggregateLighting); + + // Note: We can't apply the IndirectDiffuseMultiplier here as with GBuffer, Emissive is part of the bakeDiffuseLighting. + // so IndirectDiffuseMultiplier is apply in PostInitBuiltinData or related location (like for probe volume) + aggregateLighting.indirect.specularReflected *= GetIndirectSpecularMultiplier(builtinData.renderingLayers); + // Also Apply indiret diffuse (GI) // PostEvaluateBSDF will perform any operation wanted by the material and sum everything into diffuseLighting and specularLighting PostEvaluateBSDF( context, V, posInput, preLightData, bsdfData, builtinData, aggregateLighting, diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl index db345b63d26..873dbb2195f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl @@ -130,6 +130,9 @@ float4 SampleEnv(LightLoopContext lightLoopContext, int index, float3 texCoord, color.rgb = SampleSkyTexture(texCoord, lod, sliceIdx).rgb; } + // Planar, Reflection Probes and Sky aren't pre-expose, so best to clamp to max16 here in case of inf + color.rgb = ClampToFloat16Max(color.rgb); + return color; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute index ccd19ddc6a8..47bcfe684a3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/builddispatchindirect.compute @@ -1,6 +1,6 @@ #pragma kernel BuildDispatchIndirect BUILDINDIRECT=BuildDispatchIndirect IS_DRAWPROCEDURALINDIRECT=0 #pragma kernel BuildDrawProceduralIndirect BUILDINDIRECT=BuildDrawProceduralIndirect IS_DRAWPROCEDURALINDIRECT=1 -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute index bab8796f4e1..da9fe1e5db9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/cleardispatchindirect.compute @@ -1,6 +1,6 @@ #pragma kernel ClearDispatchIndirect #pragma kernel ClearDrawProceduralIndirect -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch RWBuffer g_DispatchIndirectBuffer : register( u0 ); // Indirect arguments have to be in a _buffer_, not a structured buffer diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute index f76aeab1863..cb5ece481ee 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-bigtile.compute @@ -7,7 +7,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightingConvexHullUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightCullUtils.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define EXACT_EDGE_TESTS #define PERFORM_SPHERICAL_INTERSECTION_TESTS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute index efde294863a..316a47e0568 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild-clustered.compute @@ -26,7 +26,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#define EXACT_EDGE_TESTS #define PERFORM_SPHERICAL_INTERSECTION_TESTS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute index 1b40aba6ded..cc0f35e5e18 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/lightlistbuild.compute @@ -26,7 +26,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/SortingComputeUtils.hlsl" #endif -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define FINE_PRUNING_ENABLED #define PERFORM_SPHERICAL_INTERSECTION_TESTS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute index 6b67169033d..1e6d0a2467b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/materialflags.compute @@ -13,7 +13,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define USE_MATERIAL_FEATURE_FLAGS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute index 6172d031181..2681070522f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/scrbound.compute @@ -10,7 +10,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightCullUtils.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch uniform int g_isOrthographic; uniform int g_iNrVisibLights; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl index f8b161f99a6..6a580a85cb4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/PunctualLightCommon.hlsl @@ -26,7 +26,17 @@ void GetPunctualLightVectors(float3 positionWS, LightData light, out float3 L, o if (light.lightType == GPULIGHTTYPE_PROJECTOR_BOX) { L = -light.forward; - distances.xyz = 1; // No distance or angle attenuation + + if (light.rangeAttenuationBias == 1.0) // Light uses range attenuation + { + float dist = -dot(lightToSample, L); + float distSq = dist * dist; + float distRcp = rcp(dist); + distances.xyz = float3(dist, distSq, distRcp); + ModifyDistancesForFillLighting(distances, light.size.x); + } + else // Light is directionnal + distances.xyz = 1; // No distance or angle attenuation } else { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs index 1b979ba2b23..1f446401766 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDAdditionalReflectionData.Legacy.cs @@ -30,6 +30,16 @@ public override void PrepareCulling() var tr = transform; var position = tr.position; var cubeProbe = reflectionProbe; + + if (cubeProbe == null || cubeProbe.Equals(null)) + { + // case 1244047 + // This can happen when removing the component from the editor and then undo the remove. + // The order of call maybe incorrect and the code flows here before the reflection probe + // is restored. + return; + } + switch (influence.shape) { case InfluenceShape.Box: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs index 9704c75d253..145981a32b3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbe.cs @@ -248,7 +248,11 @@ public Texture SetTexture(ProbeSettings.Mode targetMode, Texture texture) /// public RenderData renderData => GetRenderData(mode); /// - /// Get the render data of a specific mode + /// Get the render data of a specific mode. + /// + /// Note: The HDProbe stores only one RenderData per mode, even for view dependent probes with multiple viewers. + /// In that case, make sure that you have set the RenderData relative to the expected viewer before rendering. + /// Otherwise the data retrieved by this function will be wrong. /// /// The mode to query /// The requested render data @@ -264,7 +268,10 @@ public RenderData GetRenderData(ProbeSettings.Mode targetMode) } } /// - /// Set the render data for a specific mode + /// Set the render data for a specific mode. + /// + /// Note: The HDProbe stores only one RenderData per mode, even for view dependent probes with multiple viewers. + /// In that case, make sure that you have set the RenderData relative to the expected viewer before rendering. /// /// The mode to update /// The data to set @@ -421,6 +428,13 @@ public virtual void PrepareCulling() { } /// public void RequestRenderNextUpdate() => m_WasRenderedSinceLastOnDemandRequest = false; + // Forces the re-rendering for both OnDemand and OnEnable + internal void ForceRenderingNextUpdate() + { + m_WasRenderedSinceLastOnDemandRequest = false; + wasRenderedAfterOnEnable = false; + } + void UpdateProbeName() { // TODO: ask if this is ok: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs index 6ca43e2b60f..4fa75f24e34 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeCullingResults.cs @@ -10,7 +10,6 @@ struct HDProbeCullingResults List m_VisibleProbes; public IReadOnlyList visibleProbes => m_VisibleProbes ?? s_EmptyList; - internal List writeableVisibleProbes => m_VisibleProbes; internal void Reset() { @@ -20,11 +19,11 @@ internal void Reset() m_VisibleProbes.Clear(); } - internal void Set(List visibleProbes) + internal void AddProbe(HDProbe visibleProbes) { Assert.IsNotNull(m_VisibleProbes); - m_VisibleProbes.AddRange(visibleProbes); + m_VisibleProbes.Add(visibleProbes); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs index 6d63660b05a..4f17ce5df33 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/HDProbeSystem.cs @@ -1,5 +1,6 @@ using System; using System.Collections.Generic; +using System.Linq; using Unity.Collections.LowLevel.Unsafe; using UnityEngine.Assertions; @@ -15,6 +16,8 @@ static HDProbeSystem() #if UNITY_EDITOR UnityEditor.AssemblyReloadEvents.beforeAssemblyReload += DisposeStaticInstance; UnityEditor.EditorApplication.quitting += DisposeStaticInstance; +#else + Application.quitting += DisposeStaticInstance; #endif } @@ -28,9 +31,10 @@ public static ReflectionSystemParameters Parameters set => s_Instance.Parameters = value; } - public static IList realtimeViewDependentProbes => s_Instance.realtimeViewDependentProbes; - public static IList realtimeViewIndependentProbes => s_Instance.realtimeViewIndependentProbes; - public static IList bakedProbes => s_Instance.bakedProbes; + public static IEnumerable realtimeViewDependentProbes => s_Instance.realtimeViewDependentProbes; + public static IEnumerable realtimeViewIndependentProbes => s_Instance.realtimeViewIndependentProbes; + public static IEnumerable bakedProbes => s_Instance.bakedProbes; + public static int bakedProbeCount => s_Instance.bakedProbeCount; public static void RegisterProbe(HDProbe probe) => s_Instance.RegisterProbe(probe); public static void UnregisterProbe(HDProbe probe) => s_Instance.UnregisterProbe(probe); @@ -141,21 +145,25 @@ static Texture CreateAndSetRenderTargetIfRequired(HDProbe probe, ProbeSettings.M class HDProbeSystemInternal : IDisposable { - List m_BakedProbes = new List(); - List m_RealtimeViewDependentProbes = new List(); - List m_RealtimeViewIndependentProbes = new List(); + HashSet m_BakedProbes = new HashSet(); + HashSet m_RealtimeViewDependentProbes = new HashSet(); + HashSet m_RealtimeViewIndependentProbes = new HashSet(); int m_PlanarProbeCount = 0; - PlanarReflectionProbe[] m_PlanarProbes = new PlanarReflectionProbe[32]; + bool m_RebuildPlanarProbeArray; + HashSet m_PlanarProbes = new HashSet(); + PlanarReflectionProbe[] m_PlanarProbesArray = new PlanarReflectionProbe[32]; BoundingSphere[] m_PlanarProbeBounds = new BoundingSphere[32]; CullingGroup m_PlanarProbeCullingGroup = new CullingGroup(); - public IList bakedProbes + public IEnumerable bakedProbes { get { RemoveDestroyedProbes(m_BakedProbes); return m_BakedProbes; } } - public IList realtimeViewDependentProbes + public IEnumerable realtimeViewDependentProbes { get { RemoveDestroyedProbes(m_RealtimeViewDependentProbes); return m_RealtimeViewDependentProbes; } } - public IList realtimeViewIndependentProbes + public IEnumerable realtimeViewIndependentProbes { get { RemoveDestroyedProbes(m_RealtimeViewIndependentProbes); return m_RealtimeViewIndependentProbes; } } + public int bakedProbeCount => m_BakedProbes.Count; + public ReflectionSystemParameters Parameters; public void Dispose() @@ -170,12 +178,7 @@ internal void RegisterProbe(HDProbe probe) switch (settings.mode) { case ProbeSettings.Mode.Baked: - // TODO: Remove the duplicate check - // In theory, register/unregister are called by pair, never twice register in a row - // So there should not any "duplicate" calls. still it happens and we must prevent - // duplicate entries. - if (!m_BakedProbes.Contains(probe)) - m_BakedProbes.Add(probe); + m_BakedProbes.Add(probe); break; case ProbeSettings.Mode.Realtime: switch (settings.type) @@ -196,22 +199,19 @@ internal void RegisterProbe(HDProbe probe) { case ProbeSettings.ProbeType.PlanarProbe: { - // TODO: Remove the duplicate check - // In theory, register/unregister are called by pair, never twice register in a row - // So there should not any "duplicate" calls. still it happens and we must prevent - // duplicate entries. - if (Array.IndexOf(m_PlanarProbes, (PlanarReflectionProbe) probe) != -1) - break; - - // Grow the arrays - if (m_PlanarProbeCount == m_PlanarProbes.Length) + if (m_PlanarProbes.Add((PlanarReflectionProbe)probe)) { - Array.Resize(ref m_PlanarProbes, m_PlanarProbes.Length * 2); - Array.Resize(ref m_PlanarProbeBounds, m_PlanarProbeBounds.Length * 2); + // Insert in the array + // Grow the arrays + if (m_PlanarProbeCount == m_PlanarProbesArray.Length) + { + Array.Resize(ref m_PlanarProbesArray, m_PlanarProbes.Count * 2); + Array.Resize(ref m_PlanarProbeBounds, m_PlanarProbeBounds.Length * 2); + } + m_PlanarProbesArray[m_PlanarProbeCount] = (PlanarReflectionProbe)probe; + m_PlanarProbeBounds[m_PlanarProbeCount] = ((PlanarReflectionProbe)probe).boundingSphere; + ++m_PlanarProbeCount; } - m_PlanarProbes[m_PlanarProbeCount] = (PlanarReflectionProbe)probe; - m_PlanarProbeBounds[m_PlanarProbeCount] = ((PlanarReflectionProbe)probe).boundingSphere; - ++m_PlanarProbeCount; break; } } @@ -224,16 +224,11 @@ internal void UnregisterProbe(HDProbe probe) m_RealtimeViewIndependentProbes.Remove(probe); // Remove swap back - var index = Array.IndexOf(m_PlanarProbes, probe); - if (index != -1) + if (m_PlanarProbes.Remove(probe)) { - if (index < m_PlanarProbeCount) - { - m_PlanarProbes[index] = m_PlanarProbes[m_PlanarProbeCount - 1]; - m_PlanarProbeBounds[index] = m_PlanarProbeBounds[m_PlanarProbeCount - 1]; - m_PlanarProbes[m_PlanarProbeCount - 1] = null; - } - --m_PlanarProbeCount; + // It is best to rebuild the full array when we need it instead of doing it at each unregister. + // So we mark it as dirty. + m_RebuildPlanarProbeArray = true; } } @@ -244,15 +239,34 @@ internal HDProbeCullState PrepareCull(Camera camera) if (m_PlanarProbeCullingGroup == null) return default; - RemoveDestroyedProbes(m_PlanarProbes, m_PlanarProbeBounds, ref m_PlanarProbeCount); + RebuildPlanarProbeArrayIfRequired(); + + UpdateBoundsAndRemoveDestroyedProbes(m_PlanarProbesArray, m_PlanarProbeBounds, ref m_PlanarProbeCount); m_PlanarProbeCullingGroup.targetCamera = camera; m_PlanarProbeCullingGroup.SetBoundingSpheres(m_PlanarProbeBounds); m_PlanarProbeCullingGroup.SetBoundingSphereCount(m_PlanarProbeCount); - var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbes, m_PlanarProbeCount); + var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbesArray, m_PlanarProbeCount); - return new HDProbeCullState(m_PlanarProbeCullingGroup, m_PlanarProbes, stateHash); + return new HDProbeCullState(m_PlanarProbeCullingGroup, m_PlanarProbesArray, stateHash); + } + + void RebuildPlanarProbeArrayIfRequired() + { + if (m_RebuildPlanarProbeArray) + { + RemoveDestroyedProbes(m_PlanarProbes); + + m_RebuildPlanarProbeArray = false; + var i = 0; + foreach (var probe in m_PlanarProbes) + { + m_PlanarProbesArray[i] = (PlanarReflectionProbe)probe; + ++i; + } + m_PlanarProbeCount = m_PlanarProbes.Count; + } } int[] m_QueryCullResults_Indices; @@ -260,31 +274,24 @@ internal void QueryCullResults(HDProbeCullState state, ref HDProbeCullingResults { Assert.IsNotNull(state.cullingGroup, "Culling was not prepared, please prepare cull before performing it."); Assert.IsNotNull(state.hdProbes, "Culling was not prepared, please prepare cull before performing it."); - var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbes, m_PlanarProbeCount); + var stateHash = ComputeStateHashDebug(m_PlanarProbeBounds, m_PlanarProbesArray, m_PlanarProbeCount); Assert.AreEqual(stateHash, state.stateHash, "HDProbes changes since culling was prepared, this will lead to incorrect results."); results.Reset(); - var probes = results.writeableVisibleProbes; Array.Resize( ref m_QueryCullResults_Indices, Parameters.maxActivePlanarReflectionProbe + Parameters.maxActiveReflectionProbe ); var indexCount = state.cullingGroup.QueryIndices(true, m_QueryCullResults_Indices, 0); - for (int i = 0; i < indexCount; ++i) - probes.Add(state.hdProbes[m_QueryCullResults_Indices[i]]); + for (var i = 0; i < indexCount; ++i) + results.AddProbe(state.hdProbes[m_QueryCullResults_Indices[i]]); } - static void RemoveDestroyedProbes(List probes) - { - for (int i = probes.Count - 1; i >= 0; --i) - { - if (probes[i] == null || probes[i].Equals(null)) - probes.RemoveAt(i); - } - } + static void RemoveDestroyedProbes(HashSet probes) + => probes.RemoveWhere(p => p == null || p.Equals(null)); - static void RemoveDestroyedProbes(PlanarReflectionProbe[] probes, BoundingSphere[] bounds, ref int count) + static void UpdateBoundsAndRemoveDestroyedProbes(PlanarReflectionProbe[] probes, BoundingSphere[] bounds, ref int count) { for (int i = 0; i < count; ++i) { @@ -295,6 +302,11 @@ static void RemoveDestroyedProbes(PlanarReflectionProbe[] probes, BoundingSphere probes[count - 1] = null; --count; } + + if (probes[i]) + { + bounds[i] = probes[i].boundingSphere; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/PlanarReflectionProbeCache.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/PlanarReflectionProbeCache.cs index c53d79a2e7c..e9e37cceb4a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/PlanarReflectionProbeCache.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Reflection/PlanarReflectionProbeCache.cs @@ -69,6 +69,15 @@ void Initialize() m_ConvolutionTargetTexture.name = CoreUtils.GetRenderTargetAutoName(m_ProbeSize, m_ProbeSize, 0, RenderTextureFormat.ARGBHalf, "PlanarReflectionConvolution", mips: true); m_ConvolutionTargetTexture.enableRandomWrite = true; m_ConvolutionTargetTexture.Create(); + + // Clear to avoid garbage in the convolution texture. + int mipCount = Mathf.FloorToInt(Mathf.Log(m_ProbeSize, 2)) + 1; + for (int mipIdx = 0; mipIdx < mipCount; ++mipIdx) + { + Graphics.SetRenderTarget(m_ConvolutionTargetTexture, mipIdx, CubemapFace.Unknown); + GL.Clear(false, true, Color.clear); + } + } m_FrameProbeIndex = 0; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.RenderGraph.cs index b1f3897fa76..24666bb2a70 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.RenderGraph.cs @@ -22,11 +22,16 @@ public RenderGraphResource Render(RenderGraph renderGraph, HDCamera hdCamera, Re { EnsureRTSize(settings, hdCamera); - var aoParameters = PrepareRenderAOParameters(hdCamera, renderGraph.rtHandleProperties, frameCount); - - var currentHistory = renderGraph.ImportTexture(hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion)); + var historyRT = hdCamera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion); + var currentHistory = renderGraph.ImportTexture(historyRT); var outputHistory = renderGraph.ImportTexture(hdCamera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion)); + Vector2 historySize = new Vector2(historyRT.referenceSize.x * historyRT.scaleFactor.x, + historyRT.referenceSize.y * historyRT.scaleFactor.y); + var rtScaleForHistory = hdCamera.historyRTHandleProperties.rtHandleScale; + + var aoParameters = PrepareRenderAOParameters(hdCamera, renderGraph.rtHandleProperties, historySize * rtScaleForHistory, frameCount); + var packedData = RenderAO(renderGraph, aoParameters, depthPyramid); result = DenoiseAO(renderGraph, aoParameters, motionVectors, packedData, currentHistory, outputHistory); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs index fe0eec954e6..3ec51949f46 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/AmbientOcclusion.cs @@ -178,7 +178,6 @@ partial class AmbientOcclusionSystem private RTHandle m_FinalHalfRes; private bool m_RunningFullRes = false; - private Vector4 m_HistoryInfo = new Vector4(); readonly HDRaytracingAmbientOcclusion m_RaytracingAmbientOcclusion = new HDRaytracingAmbientOcclusion(); @@ -297,7 +296,7 @@ struct RenderAOParameters } - RenderAOParameters PrepareRenderAOParameters(HDCamera camera, RTHandleProperties rtHandleProperties, int frameCount) + RenderAOParameters PrepareRenderAOParameters(HDCamera camera, RTHandleProperties rtHandleProperties, Vector2 historySize, int frameCount) { var parameters = new RenderAOParameters(); @@ -348,8 +347,8 @@ RenderAOParameters PrepareRenderAOParameters(HDCamera camera, RTHandleProperties parameters.aoParams2 = new Vector4( - m_HistoryInfo.x, - m_HistoryInfo.y, + historySize.x, + historySize.y, 1.0f / (settings.stepCount + 1.0f), radInPixels ); @@ -566,7 +565,11 @@ internal void Dispatch(CommandBuffer cmd, HDCamera camera, int frameCount) var currentHistory = camera.GetCurrentFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion); var historyOutput = camera.GetPreviousFrameRT((int)HDCameraFrameHistoryType.AmbientOcclusion); - var aoParameters = PrepareRenderAOParameters(camera, RTHandles.rtHandleProperties, frameCount); + Vector2 historySize = new Vector2(currentHistory.referenceSize.x * currentHistory.scaleFactor.x, + currentHistory.referenceSize.y * currentHistory.scaleFactor.y); + var rtScaleForHistory = camera.historyRTHandleProperties.rtHandleScale; + + var aoParameters = PrepareRenderAOParameters(camera, RTHandles.rtHandleProperties, historySize * rtScaleForHistory, frameCount); using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.HorizonSSAO))) { RenderAO(aoParameters, m_PackedDataTex, m_Resources, cmd); @@ -576,7 +579,6 @@ internal void Dispatch(CommandBuffer cmd, HDCamera camera, int frameCount) { var output = m_RunningFullRes ? m_AmbientOcclusionTex : m_FinalHalfRes; DenoiseAO(aoParameters, m_PackedDataTex, m_PackedDataBlurred, currentHistory, historyOutput, output, cmd); - m_HistoryInfo = aoParameters.aoBufferInfo; } if (!m_RunningFullRes) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAO.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAO.compute index 5bf31c7a038..6ac477b19fe 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAO.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/GTAO.compute @@ -214,7 +214,7 @@ void GTAO_KERNEL_NAME(uint3 dispatchThreadId : SV_DispatchThreadID) integral /= dirCount; - if (currDepth == UNITY_RAW_FAR_CLIP_VALUE) + if (currDepth == UNITY_RAW_FAR_CLIP_VALUE || integral < -1e-2f) { integral = 1; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs index 2f267343f20..aba548f1aa1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflection.cs @@ -9,6 +9,10 @@ namespace UnityEngine.Rendering.HighDefinition [Serializable, VolumeComponentMenu("Lighting/Screen Space Reflection")] public class ScreenSpaceReflection : VolumeComponentWithQuality { + /// Enable Screen Space Reflections. + [Tooltip("Enable Screen Space Reflections.")] + public BoolParameter enabled = new BoolParameter(true); + /// /// Enable ray traced reflections. /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute index b5e1b7f4d39..1da1c537015 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ScreenSpaceReflections.compute @@ -3,7 +3,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel ScreenSpaceReflectionsTracing SSR_TRACE #pragma kernel ScreenSpaceReflectionsReprojection SSR_REPROJECT diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs index 8a9f1498c50..8c7bdc1d7a1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs @@ -12,7 +12,10 @@ struct ShaderVariablesScreenSpaceLighting // Ambient occlusion public Vector4 _AmbientOcclusionParam; // xyz occlusion color, w directLightStrenght - public Vector4 _IndirectLightingMultiplier; // .x indirect diffuse multiplier (use with indirect lighting volume controler) + public float _IndirectDiffuseLightingMultiplier; + public uint _IndirectDiffuseLightingLayers; + public float _ReflectionLightingMultiplier; + public uint _ReflectionLightingLayers; // Screen space refraction public float _SSRefractionInvScreenWeightDistance; // Distance for screen space smoothstep with fallback diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs.hlsl index 7e004dbb0d3..392cd37952a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/ScreenSpaceLighting/ShaderVariablesScreenSpaceLighting.cs.hlsl @@ -11,7 +11,10 @@ float4 _DepthPyramidScale; float4 _CameraMotionVectorsScale; float4 _AmbientOcclusionParam; - float4 _IndirectLightingMultiplier; + float _IndirectDiffuseLightingMultiplier; + uint _IndirectDiffuseLightingLayers; + float _ReflectionLightingMultiplier; + uint _ReflectionLightingLayers; float _SSRefractionInvScreenWeightDistance; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute index db865b23bd0..fc45a4f92e6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.compute @@ -15,11 +15,11 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl" -// We perform scalarization only for forward rendering as for deferred loads will already be scalar since tiles will match waves and therefore all threads will read from the same tile. +// We perform scalarization all the time here as we don't know if we have clustered data structure or not at this point. // More info on scalarization: https://flashypixels.wordpress.com/2018/11/10/intro-to-gpu-scalarization-part-2-scalarize-all-the-lights/ -#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER) && SHADERPASS == SHADERPASS_FORWARD) +#define SCALARIZE_LIGHT_LOOP (defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) && !defined(LIGHTLOOP_DISABLE_TILE_AND_CLUSTER)) -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch // #pragma enable_d3d11_debug_symbols @@ -147,6 +147,9 @@ bool ComputeContactShadow(PositionInputs posInput, float3 direction, inout float //Here LightDirection is not the light direction but the light position float rayLength = _ContactShadowLength * max(0.5, posInput.linearDepth * _ContactShadowDistanceScaleFactor); occluded = ScreenSpaceShadowRayCast(posInput.positionWS, direction, rayLength, posInput.positionSS, fade); + // Fade in + fade *= saturate((posInput.linearDepth - _ContactShadowMinDistance) * rcp(_ContactShadowFadeInEnd)); + // Fade out fade *= saturate((_ContactShadowFadeEnd - posInput.linearDepth) * _ContactShadowFadeOneOverRange); globalFade = max(globalFade, fade); @@ -172,7 +175,7 @@ void DEFERRED_CONTACT_SHADOW_GENERIC(uint2 groupThreadId : SV_GroupThreadID, uin PositionInputs posInput = GetPositionInput(pixelCoord.xy, _ScreenSize.zw, depth, UNITY_MATRIX_I_VP, UNITY_MATRIX_V, tileCoord); // discard the shadow if we're on the sky or outside of the contact shadow range - if (depth == UNITY_RAW_FAR_CLIP_VALUE || posInput.linearDepth - _ContactShadowFadeEnd > 1) + if (depth == UNITY_RAW_FAR_CLIP_VALUE || posInput.linearDepth - _ContactShadowFadeEnd > 1 || posInput.linearDepth < _ContactShadowMinDistance) { _ContactShadowTextureUAV[COORD_TEXTURE2D_X(pixelCoord)] = 0; @@ -228,26 +231,35 @@ void DEFERRED_CONTACT_SHADOW_GENERIC(uint2 groupThreadId : SV_GroupThreadID, uin lightStart = startFirstLane; } - for (uint lightListOffset = 0; lightListOffset < lightCount; lightListOffset++) + uint v_lightIdx = lightStart; + uint v_lightListOffset = 0; + while (v_lightListOffset < lightCount) { - uint v_lightIdx = FetchIndex(lightStart, lightListOffset); + v_lightIdx = FetchIndex(lightStart, v_lightListOffset); uint s_lightIdx = ScalarizeElementIndex(v_lightIdx, fastPath); if (s_lightIdx == -1) break; - LightData light = FetchLight(s_lightIdx); // Scalar load + LightData s_lightData = FetchLight(s_lightIdx); - if (light.contactShadowMask != 0 && light.isRayTracedContactShadow == 0.0) + // If current scalar and vector light index match, we process the light. The v_lightListOffset for current thread is increased. + // Note that the following should really be ==, however, since helper lanes are not considered by WaveActiveMin, such helper lanes could + // end up with a unique v_lightIdx value that is smaller than s_lightIdx hence being stuck in a loop. All the active lanes will not have this problem. + if (s_lightIdx >= v_lightIdx) { - // Compute light ray direction: - float3 direction = normalize(light.positionRWS.xyz - posInput.positionWS); - - bool occluded = ComputeContactShadow(posInput, direction, globalFade); - - // light.contactShadowMask contains one bit at the position of the contact shadow index that will - // be tested in the lightloop, so it insert 1 at the index of the contact shadow if there is a contact shadow - // we take full bits at one multiplied by contact shadow and filter the bit at the contact shadow index. - contactShadowMask |= light.contactShadowMask * occluded; + v_lightListOffset++; + if (s_lightData.contactShadowMask != 0 && s_lightData.isRayTracedContactShadow == 0.0) + { + // Compute light ray direction: + float3 direction = normalize(s_lightData.positionRWS.xyz - posInput.positionWS); + + bool occluded = ComputeContactShadow(posInput, direction, globalFade); + + // light.contactShadowMask contains one bit at the position of the contact shadow index that will + // be tested in the lightloop, so it insert 1 at the index of the contact shadow if there is a contact shadow + // we take full bits at one multiplied by contact shadow and filter the bit at the contact shadow index. + contactShadowMask |= s_lightData.contactShadowMask * occluded; + } } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs index a17d4e18af0..f2da6428bbe 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.cs @@ -31,10 +31,18 @@ public class ContactShadows : VolumeComponentWithQuality /// public MinFloatParameter maxDistance = new MinFloatParameter(50.0f, 0.0f); /// + /// The distance from the camera, in meters, at which HDRP begins to fade in Contact Shadows. + /// + public MinFloatParameter minDistance = new MinFloatParameter(0.0f, 0.0f); + /// /// The distance, in meters, over which HDRP fades Contact Shadows out when past the Max Distance. /// public MinFloatParameter fadeDistance = new MinFloatParameter(5.0f, 0.0f); /// + /// The distance, in meters, over which HDRP fades Contact Shadows in when past the Min Distance. + /// + public MinFloatParameter fadeInDistance = new MinFloatParameter(0.0f, 0.0f); + /// /// Controls the number of samples HDRP takes along each contact shadow ray. Increasing this value can lead to higher quality. /// public int sampleCount diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl index 272c246e6c5..f5f01cb67a9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ContactShadows.hlsl @@ -11,3 +11,5 @@ CBUFFER_END #define _ContactShadowFadeEnd _ContactShadowParamsParameters.z #define _ContactShadowFadeOneOverRange _ContactShadowParamsParameters.w #define _RenderTargetHeight _ContactShadowParamsParameters2.x +#define _ContactShadowMinDistance _ContactShadowParamsParameters2.y +#define _ContactShadowFadeInEnd _ContactShadowParamsParameters2.z diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader index 645704be139..84cdcae64b0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/DebugDisplayHDShadowMap.shader @@ -2,7 +2,7 @@ Shader "Hidden/ScriptableRenderPipeline/DebugDisplayHDShadowMap" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute index adf892b8a4d..9de3847588e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/EVSMBlur.compute @@ -10,7 +10,7 @@ #pragma kernel CopyMoments -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch Texture2D _DepthTexture; RW_TEXTURE2D(float2, _InputTexture); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl index 1aa7a294ab4..188c8dfe876 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAlgorithms.hlsl @@ -1,3 +1,6 @@ +#ifndef HD_SHADOW_ALGORITHMS_INCLUDED +#define HD_SHADOW_ALGORITHMS_INCLUDED + // Various shadow algorithms // There are two variants provided, one takes the texture and sampler explicitly so they can be statically passed in. // The variant without resource parameters dynamically accesses the texture when sampling. @@ -341,3 +344,4 @@ float EvalShadow_SampleClosestDistance_Punctual(HDShadowData sd, Texture2D tex, return distance(occluderPosWS, lightPositionWS); } +#endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs index e919cd56215..888e9c60ad1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowAtlas.cs @@ -244,7 +244,7 @@ internal int RegisterCachedLight(HDShadowResolutionRequest request) if (holeWithRightSize >= 0) { - m_ListOfCachedShadowRequests[holeWithRightSize] = request; + m_ListOfCachedShadowRequests[holeWithRightSize] = request.ShallowCopy(); return holeWithRightSize; } else @@ -534,7 +534,7 @@ static void RenderShadows( RenderShadowsParameters parameters, cmd.SetGlobalMatrix(HDShaderIDs._InvProjMatrix, shadowRequest.deviceProjectionYFlip.inverse); cmd.SetGlobalMatrix(HDShaderIDs._ViewProjMatrix, viewProjection); cmd.SetGlobalMatrix(HDShaderIDs._InvViewProjMatrix, viewProjection.inverse); - cmd.SetGlobalVectorArray(HDShaderIDs._ShadowClipPlanes, shadowRequest.frustumPlanes); + cmd.SetGlobalVectorArray(HDShaderIDs._ShadowFrustumPlanes, shadowRequest.frustumPlanes); // TODO: remove this execute when DrawShadows will use a CommandBuffer renderContext.ExecuteCommandBuffer(cmd); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs index 159ac9e7d04..345b8f95eda 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowManager.cs @@ -257,6 +257,8 @@ partial class HDShadowManager : IDisposable int m_CascadeCount; int m_ShadowResolutionRequestCounter; + Material m_ClearShadowMaterial; + private static HDShadowManager s_Instance = new HDShadowManager(); public static HDShadowManager instance { get { return s_Instance; } } @@ -268,7 +270,7 @@ private HDShadowManager() public void InitShadowManager(RenderPipelineResources renderPipelineResources, DepthBits directionalShadowDepthBits, HDShadowInitParameters.HDShadowAtlasInitParams punctualLightAtlasInfo, HDShadowInitParameters.HDShadowAtlasInitParams areaLightAtlasInfo, int maxShadowRequests, Shader clearShader) { - Material clearMaterial = CoreUtils.CreateEngineMaterial(clearShader); + m_ClearShadowMaterial = CoreUtils.CreateEngineMaterial(clearShader); // Prevent the list from resizing their internal container when we add shadow requests m_ShadowDatas.Capacity = Math.Max(maxShadowRequests, m_ShadowDatas.Capacity); @@ -282,13 +284,13 @@ public void InitShadowManager(RenderPipelineResources renderPipelineResources, D } // The cascade atlas will be allocated only if there is a directional light - m_Atlas = new HDShadowAtlas(renderPipelineResources, punctualLightAtlasInfo.shadowAtlasResolution, punctualLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._ShadowmapAtlas, HDShaderIDs._ShadowAtlasSize, clearMaterial, maxShadowRequests, depthBufferBits: punctualLightAtlasInfo.shadowAtlasDepthBits, name: "Shadow Map Atlas"); + m_Atlas = new HDShadowAtlas(renderPipelineResources, punctualLightAtlasInfo.shadowAtlasResolution, punctualLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._ShadowmapAtlas, HDShaderIDs._ShadowAtlasSize, m_ClearShadowMaterial, maxShadowRequests, depthBufferBits: punctualLightAtlasInfo.shadowAtlasDepthBits, name: "Shadow Map Atlas"); // Cascade atlas render texture will only be allocated if there is a shadow casting directional light HDShadowAtlas.BlurAlgorithm cascadeBlur = GetDirectionalShadowAlgorithm() == DirectionalShadowAlgorithm.IMS ? HDShadowAtlas.BlurAlgorithm.IM : HDShadowAtlas.BlurAlgorithm.None; - m_CascadeAtlas = new HDShadowAtlas(renderPipelineResources, 1, 1, HDShaderIDs._ShadowmapCascadeAtlas, HDShaderIDs._CascadeShadowAtlasSize, clearMaterial, maxShadowRequests, cascadeBlur, depthBufferBits: directionalShadowDepthBits, name: "Cascade Shadow Map Atlas"); + m_CascadeAtlas = new HDShadowAtlas(renderPipelineResources, 1, 1, HDShaderIDs._ShadowmapCascadeAtlas, HDShaderIDs._CascadeShadowAtlasSize, m_ClearShadowMaterial, maxShadowRequests, cascadeBlur, depthBufferBits: directionalShadowDepthBits, name: "Cascade Shadow Map Atlas"); if (ShaderConfig.s_AreaLights == 1) - m_AreaLightShadowAtlas = new HDShadowAtlas(renderPipelineResources, areaLightAtlasInfo.shadowAtlasResolution, areaLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._AreaLightShadowmapAtlas, HDShaderIDs._AreaShadowAtlasSize, clearMaterial, maxShadowRequests, HDShadowAtlas.BlurAlgorithm.EVSM, depthBufferBits: areaLightAtlasInfo.shadowAtlasDepthBits, name: "Area Light Shadow Map Atlas", momentAtlasShaderID: HDShaderIDs._AreaShadowmapMomentAtlas); + m_AreaLightShadowAtlas = new HDShadowAtlas(renderPipelineResources, areaLightAtlasInfo.shadowAtlasResolution, areaLightAtlasInfo.shadowAtlasResolution, HDShaderIDs._AreaLightShadowmapAtlas, HDShaderIDs._AreaShadowAtlasSize, m_ClearShadowMaterial, maxShadowRequests, HDShadowAtlas.BlurAlgorithm.EVSM, depthBufferBits: areaLightAtlasInfo.shadowAtlasDepthBits, name: "Area Light Shadow Map Atlas", momentAtlasShaderID: HDShaderIDs._AreaShadowmapMomentAtlas); m_ShadowDataBuffer = new ComputeBuffer(maxShadowRequests, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDShadowData))); m_DirectionalShadowDataBuffer = new ComputeBuffer(1, System.Runtime.InteropServices.Marshal.SizeOf(typeof(HDDirectionalShadowData))); @@ -822,6 +824,8 @@ public void Dispose() if (ShaderConfig.s_AreaLights == 1) m_AreaLightShadowAtlas.Release(); m_CascadeAtlas.Release(); + + CoreUtils.Destroy(m_ClearShadowMaterial); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl index a89d6292779..3480866c0a9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSampling.hlsl @@ -1,3 +1,5 @@ +#ifndef HD_SHADOW_SAMPLING_INCLUDED +#define HD_SHADOW_SAMPLING_INCLUDED // Various shadow sampling logic. // Again two versions, one for dynamic resource indexing, one for static resource access. @@ -328,3 +330,4 @@ float SampleShadow_PCSS(float3 tcs, float2 posSS, float2 scale, float2 offset, f // shadowData.shadowFilterParams0.z = shadowRequest.maxDepthBias; // #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDIMS.hlsl" +#endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs index 6b78ebab3e6..24558080a76 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowSettings.cs @@ -57,14 +57,14 @@ public float[] cascadeShadowBorders /// Number of cascades HDRP uses for cascaded shadow maps. [Tooltip("Controls the number of cascades HDRP uses for cascaded shadow maps.")] public NoInterpClampedIntParameter cascadeShadowSplitCount = new NoInterpClampedIntParameter(4, 1, 4); - /// Position of the first cascade split as a percentage of Max Distance. - [Tooltip("Sets the position of the first cascade split as a percentage of Max Distance.")] + /// Position of the first cascade split as a percentage of Max Distance if the parameter is normalized or as the distance from the camera if it's not normalized. + [Tooltip("Sets the position of the first cascade split as a percentage of Max Distance if the parameter is normalized or as the distance from the camera if it's not normalized.")] public CascadePartitionSplitParameter cascadeShadowSplit0 = new CascadePartitionSplitParameter(0.05f); - /// Position of the second cascade split as a percentage of Max Distance. - [Tooltip("Sets the position of the second cascade split as a percentage of Max Distance.")] + /// Position of the second cascade split as a percentage of Max Distance if the parameter is normalized or as the distance from the camera if it's not normalized. + [Tooltip("Sets the position of the second cascade split as a percentage of Max Distance if the parameter is normalized or as the distance from the camera if it's not normalized.")] public CascadePartitionSplitParameter cascadeShadowSplit1 = new CascadePartitionSplitParameter(0.15f); - /// Sets the position of the third cascade split as a percentage of Max Distance. - [Tooltip("Position of the third cascade split as a percentage of Max Distance.")] + /// Sets the position of the third cascade split as a percentage of Max Distance if the parameter is normalized or as the distance from the camera if it's not normalized. + [Tooltip("Sets the position of the third cascade split as a percentage of Max Distance if the parameter is normalized or as the distance from the camera if it's not normalized.")] public CascadePartitionSplitParameter cascadeShadowSplit2 = new CascadePartitionSplitParameter(0.3f); /// Border size between the first and second cascade split. [Tooltip("Sets the border size between the first and second cascade split.")] diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs index dc1bd7a93df..e3b684ac530 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/HDShadowUtils.cs @@ -73,7 +73,7 @@ public static void ExtractDirectionalLightData(VisibleLight visibleLight, Vector splitData.shadowCascadeBlendCullingFactor = .6f; // get lightDir - lightDir = visibleLight.light.transform.forward; + lightDir = visibleLight.GetForward(); // TODO: At some point this logic should be moved to C#, then the parameters cullResults and lightIndex can be removed as well // For directional lights shadow data is extracted from the cullResults, so that needs to be somehow provided here. // Check ScriptableShadowsUtility.cpp ComputeDirectionalShadowMatricesAndCullingPrimitives(...) for details. @@ -230,7 +230,7 @@ static Matrix4x4 ExtractSpotLightMatrix(VisibleLight vl, float spotAngle, float splitData.cullingSphere.Set(0.0f, 0.0f, 0.0f, float.NegativeInfinity); splitData.cullingPlaneCount = 0; // get lightDir - lightDir = vl.light.transform.forward; + lightDir = vl.GetForward(); // calculate view Matrix4x4 scaleMatrix = Matrix4x4.identity; scaleMatrix.m22 = -1.0f; @@ -253,9 +253,9 @@ static Matrix4x4 ExtractPointLightMatrix(VisibleLight vl, uint faceIdx, float ne splitData.cullingSphere.Set(0.0f, 0.0f, 0.0f, float.NegativeInfinity); // get lightDir - lightDir = vl.light.transform.forward; + lightDir = vl.GetForward(); // calculate the view matrices - Vector3 lpos = vl.light.transform.position; + Vector3 lpos = vl.GetPosition(); view = kCubemapFaces[faceIdx]; Vector3 inverted_viewpos = kCubemapFaces[faceIdx].MultiplyPoint(-lpos); view.SetColumn(3, new Vector4(inverted_viewpos.x, inverted_viewpos.y, inverted_viewpos.z, 1.0f)); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader index 86e607c8a37..4ffd39c9568 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ScreenSpaceShadows.shader @@ -5,8 +5,9 @@ Shader "Hidden/HDRP/ScreenSpaceShadows" #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/CommonLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/NormalBuffer.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader index 9e8694e2641..72b80a6d10b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowClear.shader @@ -2,7 +2,7 @@ Shader "Hidden/ScriptableRenderPipeline/ShadowClear" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowMoments.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowMoments.hlsl index d5ded67dc81..bce8d31f69c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowMoments.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/Shadow/ShadowMoments.hlsl @@ -1,3 +1,5 @@ +#ifndef SHADOW_MOMENTS_INCLUDED +#define SHADOW_MOMENTS_INCLUDED // Library header containing various useful functions for doing moment based shadow maps. // Supported flavors are VSM, EVSM and MSM @@ -131,3 +133,4 @@ float ShadowMoments_SolveDelta4MSM( float3 z, float4 b, float lightLeakBias) return saturate( ((1.0 - attenuation) - lightLeakBias) / (1.0 - lightLeakBias) ); } +#endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute index cdc875aa477..31b5211dcd0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumeVoxelization.compute @@ -3,7 +3,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel VolumeVoxelizationBruteforceMQ VolumeVoxelization=VolumeVoxelizationBruteforceMQ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER VL_PRESET_MQ #pragma kernel VolumeVoxelizationTiledMQ VolumeVoxelization=VolumeVoxelizationTiledMQ VL_PRESET_MQ diff --git a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute index 287ed65d0e1..12e077504ca 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Lighting/VolumetricLighting/VolumetricLighting.compute @@ -3,7 +3,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel VolumetricLightingBruteforceMQ VolumetricLighting=VolumetricLightingBruteforceMQ LIGHTLOOP_DISABLE_TILE_AND_CLUSTER ENABLE_REPROJECTION=0 ENABLE_ANISOTROPY=0 VL_PRESET_MQ #pragma kernel VolumetricLightingTiledMQ VolumetricLighting=VolumetricLightingTiledMQ ENABLE_REPROJECTION=0 ENABLE_ANISOTROPY=0 VL_PRESET_MQ diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs index b0fc37dadc1..f72002d77cb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs @@ -44,6 +44,13 @@ public enum FeatureFlags [GenerateHLSL(PackingRules.Exact, false, false, true, 1200)] public struct SurfaceData { + [MaterialSharedPropertyMapping(MaterialSharedProperty.AmbientOcclusion)] + [SurfaceDataAttributes("Ambient Occlusion")] + public float ambientOcclusion; + + [SurfaceDataAttributes("Specular Occlusion")] + public float specularOcclusion; + [MaterialSharedPropertyMapping(MaterialSharedProperty.Normal)] [SurfaceDataAttributes(new string[] {"Normal", "Normal View Space"}, true)] public Vector3 normalWS; @@ -64,7 +71,7 @@ public struct SurfaceData public Vector3 fresnelF0; [SurfaceDataAttributes("Specular Lobe")] - public Vector2 specularLobe; + public Vector3 specularLobe; // .xy for SVBRDF, .xyz for CARPAINT2, for _CarPaint2_CTSpreads per lobe roughnesses [SurfaceDataAttributes("Height")] public float height_mm; @@ -73,12 +80,35 @@ public struct SurfaceData public float anisotropyAngle; // Car Paint Variables - [SurfaceDataAttributes("Flakes UV")] - public Vector2 flakesUV; - - [SurfaceDataAttributes("Flakes Mip")] - public float flakesMipLevel; - + [SurfaceDataAttributes("Flakes UV (or PlanarZY)")] + public Vector2 flakesUVZY; + [SurfaceDataAttributes("Flakes PlanarXZ")] + public Vector2 flakesUVXZ; + [SurfaceDataAttributes("Flakes PlanarXY")] + public Vector2 flakesUVXY; + + [SurfaceDataAttributes("Flakes Mip (and for PlanarZY)")] + public float flakesMipLevelZY; + [SurfaceDataAttributes("Flakes Mip for PlanarXZ")] + public float flakesMipLevelXZ; + [SurfaceDataAttributes("Flakes Mip for PlanarXY")] + public float flakesMipLevelXY; + [SurfaceDataAttributes("Flakes Triplanar Weights")] + public Vector3 flakesTriplanarWeights; + + // if non null, we will prefer gradients (to be used statically only!) + [SurfaceDataAttributes("Flakes ddx (and for PlanarZY)")] + public Vector2 flakesDdxZY; + [SurfaceDataAttributes("Flakes ddy (and for PlanarZY)")] + public Vector2 flakesDdyZY; + [SurfaceDataAttributes("Flakes ddx for PlanarXZ")] + public Vector2 flakesDdxXZ; + [SurfaceDataAttributes("Flakes ddy for PlanarXZ")] + public Vector2 flakesDdyXZ; + [SurfaceDataAttributes("Flakes ddx for PlanarXY")] + public Vector2 flakesDdxXY; + [SurfaceDataAttributes("Flakes ddy for PlanarXY")] + public Vector2 flakesDdyXY; // BTF Variables // Clearcoat @@ -102,6 +132,9 @@ public struct SurfaceData [GenerateHLSL(PackingRules.Exact, false, false, true, 1250)] public struct BSDFData { + public float ambientOcclusion; + public float specularOcclusion; + [SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true)] public Vector3 normalWS; [SurfaceDataAttributes("", true)] @@ -113,15 +146,23 @@ public struct BSDFData public Vector3 diffuseColor; public Vector3 specularColor; public Vector3 fresnelF0; - public Vector2 roughness; + public Vector3 roughness; // .xy for SVBRDF, .xyz for CARPAINT2, for _CarPaint2_CTSpreads per lobe roughnesses public float height_mm; // Car Paint Variables - [SurfaceDataAttributes("")] - public Vector2 flakesUV; - - [SurfaceDataAttributes("Flakes Mip")] - public float flakesMipLevel; + public Vector2 flakesUVZY; + public Vector2 flakesUVXZ; + public Vector2 flakesUVXY; + public float flakesMipLevelZY; + public float flakesMipLevelXZ; + public float flakesMipLevelXY; + public Vector3 flakesTriplanarWeights; + public Vector2 flakesDdxZY; // if non null, we will prefer gradients (to be used statically only!) + public Vector2 flakesDdyZY; + public Vector2 flakesDdxXZ; + public Vector2 flakesDdyXZ; + public Vector2 flakesDdxXY; + public Vector2 flakesDdyXY; // BTF Variables diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl index 12b8d46ab0b..208c45de74c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.cs.hlsl @@ -18,57 +18,96 @@ // // UnityEngine.Rendering.HighDefinition.AxF+SurfaceData: static fields // -#define DEBUGVIEW_AXF_SURFACEDATA_NORMAL (1200) -#define DEBUGVIEW_AXF_SURFACEDATA_NORMAL_VIEW_SPACE (1201) -#define DEBUGVIEW_AXF_SURFACEDATA_TANGENT (1202) -#define DEBUGVIEW_AXF_SURFACEDATA_DIFFUSE_COLOR (1203) -#define DEBUGVIEW_AXF_SURFACEDATA_SPECULAR_COLOR (1204) -#define DEBUGVIEW_AXF_SURFACEDATA_FRESNEL_F0 (1205) -#define DEBUGVIEW_AXF_SURFACEDATA_SPECULAR_LOBE (1206) -#define DEBUGVIEW_AXF_SURFACEDATA_HEIGHT (1207) -#define DEBUGVIEW_AXF_SURFACEDATA_ANISOTROPIC_ANGLE (1208) -#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_UV (1209) -#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP (1210) -#define DEBUGVIEW_AXF_SURFACEDATA_CLEARCOAT_COLOR (1211) -#define DEBUGVIEW_AXF_SURFACEDATA_CLEARCOAT_NORMAL (1212) -#define DEBUGVIEW_AXF_SURFACEDATA_CLEARCOAT_IOR (1213) -#define DEBUGVIEW_AXF_SURFACEDATA_GEOMETRIC_NORMAL (1214) -#define DEBUGVIEW_AXF_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1215) +#define DEBUGVIEW_AXF_SURFACEDATA_AMBIENT_OCCLUSION (1200) +#define DEBUGVIEW_AXF_SURFACEDATA_SPECULAR_OCCLUSION (1201) +#define DEBUGVIEW_AXF_SURFACEDATA_NORMAL (1202) +#define DEBUGVIEW_AXF_SURFACEDATA_NORMAL_VIEW_SPACE (1203) +#define DEBUGVIEW_AXF_SURFACEDATA_TANGENT (1204) +#define DEBUGVIEW_AXF_SURFACEDATA_DIFFUSE_COLOR (1205) +#define DEBUGVIEW_AXF_SURFACEDATA_SPECULAR_COLOR (1206) +#define DEBUGVIEW_AXF_SURFACEDATA_FRESNEL_F0 (1207) +#define DEBUGVIEW_AXF_SURFACEDATA_SPECULAR_LOBE (1208) +#define DEBUGVIEW_AXF_SURFACEDATA_HEIGHT (1209) +#define DEBUGVIEW_AXF_SURFACEDATA_ANISOTROPIC_ANGLE (1210) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_UV_(OR_PLANAR_ZY) (1211) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_PLANAR_XZ (1212) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_PLANAR_XY (1213) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP_(AND_FOR_PLANAR_ZY) (1214) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP_FOR_PLANAR_XZ (1215) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP_FOR_PLANAR_XY (1216) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_TRIPLANAR_WEIGHTS (1217) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDX_(AND_FOR_PLANAR_ZY) (1218) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDY_(AND_FOR_PLANAR_ZY) (1219) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDX_FOR_PLANAR_XZ (1220) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDY_FOR_PLANAR_XZ (1221) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDX_FOR_PLANAR_XY (1222) +#define DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDY_FOR_PLANAR_XY (1223) +#define DEBUGVIEW_AXF_SURFACEDATA_CLEARCOAT_COLOR (1224) +#define DEBUGVIEW_AXF_SURFACEDATA_CLEARCOAT_NORMAL (1225) +#define DEBUGVIEW_AXF_SURFACEDATA_CLEARCOAT_IOR (1226) +#define DEBUGVIEW_AXF_SURFACEDATA_GEOMETRIC_NORMAL (1227) +#define DEBUGVIEW_AXF_SURFACEDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1228) // // UnityEngine.Rendering.HighDefinition.AxF+BSDFData: static fields // -#define DEBUGVIEW_AXF_BSDFDATA_NORMAL_WS (1250) -#define DEBUGVIEW_AXF_BSDFDATA_NORMAL_VIEW_SPACE (1251) -#define DEBUGVIEW_AXF_BSDFDATA_TANGENT_WS (1252) -#define DEBUGVIEW_AXF_BSDFDATA_BI_TANGENT_WS (1253) -#define DEBUGVIEW_AXF_BSDFDATA_DIFFUSE_COLOR (1254) -#define DEBUGVIEW_AXF_BSDFDATA_SPECULAR_COLOR (1255) -#define DEBUGVIEW_AXF_BSDFDATA_FRESNEL_F0 (1256) -#define DEBUGVIEW_AXF_BSDFDATA_ROUGHNESS (1257) -#define DEBUGVIEW_AXF_BSDFDATA_HEIGHT_MM (1258) -#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_UV (1259) -#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP (1260) -#define DEBUGVIEW_AXF_BSDFDATA_CLEARCOAT_COLOR (1261) -#define DEBUGVIEW_AXF_BSDFDATA_CLEARCOAT_NORMAL_WS (1262) -#define DEBUGVIEW_AXF_BSDFDATA_CLEARCOAT_IOR (1263) -#define DEBUGVIEW_AXF_BSDFDATA_GEOMETRIC_NORMAL (1264) -#define DEBUGVIEW_AXF_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1265) +#define DEBUGVIEW_AXF_BSDFDATA_AMBIENT_OCCLUSION (1250) +#define DEBUGVIEW_AXF_BSDFDATA_SPECULAR_OCCLUSION (1251) +#define DEBUGVIEW_AXF_BSDFDATA_NORMAL_WS (1252) +#define DEBUGVIEW_AXF_BSDFDATA_NORMAL_VIEW_SPACE (1253) +#define DEBUGVIEW_AXF_BSDFDATA_TANGENT_WS (1254) +#define DEBUGVIEW_AXF_BSDFDATA_BI_TANGENT_WS (1255) +#define DEBUGVIEW_AXF_BSDFDATA_DIFFUSE_COLOR (1256) +#define DEBUGVIEW_AXF_BSDFDATA_SPECULAR_COLOR (1257) +#define DEBUGVIEW_AXF_BSDFDATA_FRESNEL_F0 (1258) +#define DEBUGVIEW_AXF_BSDFDATA_ROUGHNESS (1259) +#define DEBUGVIEW_AXF_BSDFDATA_HEIGHT_MM (1260) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_UVZY (1261) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_UVXZ (1262) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_UVXY (1263) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP_LEVEL_ZY (1264) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP_LEVEL_XZ (1265) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP_LEVEL_XY (1266) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_TRIPLANAR_WEIGHTS (1267) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDX_ZY (1268) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDY_ZY (1269) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDX_XZ (1270) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDY_XZ (1271) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDX_XY (1272) +#define DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDY_XY (1273) +#define DEBUGVIEW_AXF_BSDFDATA_CLEARCOAT_COLOR (1274) +#define DEBUGVIEW_AXF_BSDFDATA_CLEARCOAT_NORMAL_WS (1275) +#define DEBUGVIEW_AXF_BSDFDATA_CLEARCOAT_IOR (1276) +#define DEBUGVIEW_AXF_BSDFDATA_GEOMETRIC_NORMAL (1277) +#define DEBUGVIEW_AXF_BSDFDATA_GEOMETRIC_NORMAL_VIEW_SPACE (1278) // Generated from UnityEngine.Rendering.HighDefinition.AxF+SurfaceData // PackingRules = Exact struct SurfaceData { + float ambientOcclusion; + float specularOcclusion; float3 normalWS; float3 tangentWS; float3 diffuseColor; float3 specularColor; float3 fresnelF0; - float2 specularLobe; + float3 specularLobe; float height_mm; float anisotropyAngle; - float2 flakesUV; - float flakesMipLevel; + float2 flakesUVZY; + float2 flakesUVXZ; + float2 flakesUVXY; + float flakesMipLevelZY; + float flakesMipLevelXZ; + float flakesMipLevelXY; + float3 flakesTriplanarWeights; + float2 flakesDdxZY; + float2 flakesDdyZY; + float2 flakesDdxXZ; + float2 flakesDdyXZ; + float2 flakesDdxXY; + float2 flakesDdyXY; float3 clearcoatColor; float3 clearcoatNormalWS; float clearcoatIOR; @@ -79,16 +118,29 @@ struct SurfaceData // PackingRules = Exact struct BSDFData { + float ambientOcclusion; + float specularOcclusion; float3 normalWS; float3 tangentWS; float3 biTangentWS; float3 diffuseColor; float3 specularColor; float3 fresnelF0; - float2 roughness; + float3 roughness; float height_mm; - float2 flakesUV; - float flakesMipLevel; + float2 flakesUVZY; + float2 flakesUVXZ; + float2 flakesUVXY; + float flakesMipLevelZY; + float flakesMipLevelXZ; + float flakesMipLevelXY; + float3 flakesTriplanarWeights; + float2 flakesDdxZY; + float2 flakesDdyZY; + float2 flakesDdxXZ; + float2 flakesDdyXZ; + float2 flakesDdxXY; + float2 flakesDdyXY; float3 clearcoatColor; float3 clearcoatNormalWS; float clearcoatIOR; @@ -102,6 +154,12 @@ void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout f { switch (paramId) { + case DEBUGVIEW_AXF_SURFACEDATA_AMBIENT_OCCLUSION: + result = surfacedata.ambientOcclusion.xxx; + break; + case DEBUGVIEW_AXF_SURFACEDATA_SPECULAR_OCCLUSION: + result = surfacedata.specularOcclusion.xxx; + break; case DEBUGVIEW_AXF_SURFACEDATA_NORMAL: result = surfacedata.normalWS * 0.5 + 0.5; break; @@ -123,7 +181,7 @@ void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout f result = surfacedata.fresnelF0; break; case DEBUGVIEW_AXF_SURFACEDATA_SPECULAR_LOBE: - result = float3(surfacedata.specularLobe, 0.0); + result = surfacedata.specularLobe; break; case DEBUGVIEW_AXF_SURFACEDATA_HEIGHT: result = surfacedata.height_mm.xxx; @@ -131,11 +189,44 @@ void GetGeneratedSurfaceDataDebug(uint paramId, SurfaceData surfacedata, inout f case DEBUGVIEW_AXF_SURFACEDATA_ANISOTROPIC_ANGLE: result = surfacedata.anisotropyAngle.xxx; break; - case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_UV: - result = float3(surfacedata.flakesUV, 0.0); + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_UV_(OR_PLANAR_ZY): + result = float3(surfacedata.flakesUVZY, 0.0); + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_PLANAR_XZ: + result = float3(surfacedata.flakesUVXZ, 0.0); + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_PLANAR_XY: + result = float3(surfacedata.flakesUVXY, 0.0); + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP_(AND_FOR_PLANAR_ZY): + result = surfacedata.flakesMipLevelZY.xxx; + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP_FOR_PLANAR_XZ: + result = surfacedata.flakesMipLevelXZ.xxx; + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP_FOR_PLANAR_XY: + result = surfacedata.flakesMipLevelXY.xxx; + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_TRIPLANAR_WEIGHTS: + result = surfacedata.flakesTriplanarWeights; + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDX_(AND_FOR_PLANAR_ZY): + result = float3(surfacedata.flakesDdxZY, 0.0); + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDY_(AND_FOR_PLANAR_ZY): + result = float3(surfacedata.flakesDdyZY, 0.0); + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDX_FOR_PLANAR_XZ: + result = float3(surfacedata.flakesDdxXZ, 0.0); + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDY_FOR_PLANAR_XZ: + result = float3(surfacedata.flakesDdyXZ, 0.0); + break; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDX_FOR_PLANAR_XY: + result = float3(surfacedata.flakesDdxXY, 0.0); break; - case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_MIP: - result = surfacedata.flakesMipLevel.xxx; + case DEBUGVIEW_AXF_SURFACEDATA_FLAKES_DDY_FOR_PLANAR_XY: + result = float3(surfacedata.flakesDdyXY, 0.0); break; case DEBUGVIEW_AXF_SURFACEDATA_CLEARCOAT_COLOR: result = surfacedata.clearcoatColor; @@ -162,6 +253,12 @@ void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 res { switch (paramId) { + case DEBUGVIEW_AXF_BSDFDATA_AMBIENT_OCCLUSION: + result = bsdfdata.ambientOcclusion.xxx; + break; + case DEBUGVIEW_AXF_BSDFDATA_SPECULAR_OCCLUSION: + result = bsdfdata.specularOcclusion.xxx; + break; case DEBUGVIEW_AXF_BSDFDATA_NORMAL_WS: result = bsdfdata.normalWS * 0.5 + 0.5; break; @@ -184,16 +281,49 @@ void GetGeneratedBSDFDataDebug(uint paramId, BSDFData bsdfdata, inout float3 res result = bsdfdata.fresnelF0; break; case DEBUGVIEW_AXF_BSDFDATA_ROUGHNESS: - result = float3(bsdfdata.roughness, 0.0); + result = bsdfdata.roughness; break; case DEBUGVIEW_AXF_BSDFDATA_HEIGHT_MM: result = bsdfdata.height_mm.xxx; break; - case DEBUGVIEW_AXF_BSDFDATA_FLAKES_UV: - result = float3(bsdfdata.flakesUV, 0.0); + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_UVZY: + result = float3(bsdfdata.flakesUVZY, 0.0); + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_UVXZ: + result = float3(bsdfdata.flakesUVXZ, 0.0); + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_UVXY: + result = float3(bsdfdata.flakesUVXY, 0.0); + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP_LEVEL_ZY: + result = bsdfdata.flakesMipLevelZY.xxx; + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP_LEVEL_XZ: + result = bsdfdata.flakesMipLevelXZ.xxx; + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP_LEVEL_XY: + result = bsdfdata.flakesMipLevelXY.xxx; + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_TRIPLANAR_WEIGHTS: + result = bsdfdata.flakesTriplanarWeights; + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDX_ZY: + result = float3(bsdfdata.flakesDdxZY, 0.0); + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDY_ZY: + result = float3(bsdfdata.flakesDdyZY, 0.0); + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDX_XZ: + result = float3(bsdfdata.flakesDdxXZ, 0.0); + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDY_XZ: + result = float3(bsdfdata.flakesDdyXZ, 0.0); + break; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDX_XY: + result = float3(bsdfdata.flakesDdxXY, 0.0); break; - case DEBUGVIEW_AXF_BSDFDATA_FLAKES_MIP: - result = bsdfdata.flakesMipLevel.xxx; + case DEBUGVIEW_AXF_BSDFDATA_FLAKES_DDY_XY: + result = float3(bsdfdata.flakesDdyXY, 0.0); break; case DEBUGVIEW_AXF_BSDFDATA_CLEARCOAT_COLOR: result = bsdfdata.clearcoatColor; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl index 7709d6c8176..29a7ad28cef 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.hlsl @@ -71,6 +71,15 @@ # define IF_FLAKES_JUST_BTF(a) (a) #endif +#ifdef _MAPPING_TRIPLANAR +# define NB_FLAKES_RND_SHIFTS 3 +# define FLAKES_SHIFT_IDX_PLANAR_ZY (0) +# define FLAKES_SHIFT_IDX_PLANAR_XZ (1) +# define FLAKES_SHIFT_IDX_PLANAR_XY (2) +#else +# define NB_FLAKES_RND_SHIFTS 1 +#endif + // Define this to sample the environment maps/LTC samples for each lobe, instead of a single sample with an average lobe #define USE_COOK_TORRANCE_MULTI_LOBES 1 #define MAX_CT_LOBE_COUNT 3 @@ -81,6 +90,43 @@ // Helper functions/variable specific to this material //----------------------------------------------------------------------------- +void FillFlakesBSDFData(SurfaceData surfaceData, inout BSDFData bsdfData) +{ +#ifdef _MAPPING_TRIPLANAR + bsdfData.flakesUVZY = surfaceData.flakesUVZY; + bsdfData.flakesUVXZ = surfaceData.flakesUVXZ; + bsdfData.flakesUVXY = surfaceData.flakesUVXY; + bsdfData.flakesMipLevelZY = surfaceData.flakesMipLevelZY; + bsdfData.flakesMipLevelXZ = surfaceData.flakesMipLevelXZ; + bsdfData.flakesMipLevelXY = surfaceData.flakesMipLevelXY; + bsdfData.flakesTriplanarWeights = surfaceData.flakesTriplanarWeights; + + bsdfData.flakesDdxZY = surfaceData.flakesDdxZY; + bsdfData.flakesDdyZY = surfaceData.flakesDdyZY; + bsdfData.flakesDdxXZ = surfaceData.flakesDdxXZ; + bsdfData.flakesDdyXZ = surfaceData.flakesDdyXZ; + bsdfData.flakesDdxXY = surfaceData.flakesDdxXY; + bsdfData.flakesDdyXY = surfaceData.flakesDdyXY; +#else + // NOTE: When not triplanar UVZY has one uv set or one planar coordinate set, + // and this planar coordinate set isn't necessarily ZY, we just reuse this field + // as a common one. + bsdfData.flakesUVZY = surfaceData.flakesUVZY; + bsdfData.flakesMipLevelZY = surfaceData.flakesMipLevelZY; + bsdfData.flakesDdxZY = surfaceData.flakesDdxZY; + bsdfData.flakesDdyZY = surfaceData.flakesDdyZY; + bsdfData.flakesUVXZ = 0; + bsdfData.flakesUVXY = 0; + bsdfData.flakesMipLevelXZ = 0; + bsdfData.flakesMipLevelXY = 0; + bsdfData.flakesTriplanarWeights = 0; + bsdfData.flakesDdxXZ = 0; + bsdfData.flakesDdyXZ = 0; + bsdfData.flakesDdxXY = 0; + bsdfData.flakesDdyXY = 0; +#endif +} + // AxF splits the chromaticity and f0 from the usual "SpecularColor" convention // to just be a chromatic f0. // CARPAINT2 has a different way to handle colors and must be accounted for too. @@ -375,6 +421,31 @@ float GetScalarRoughnessFromAnisoRoughness(float roughnessT, float roughnessB) return 0.5 * (roughnessT + roughnessB); } +float GetScalarRoughness(float3 roughness) +{ + float singleRoughness = 0.5; + +#if defined(_AXF_BRDF_TYPE_SVBRDF) + + singleRoughness = (HasAnisotropy()) ? GetScalarRoughnessFromAnisoRoughness(roughness.x, roughness.y) : roughness.x; + +#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) + float sumCoeffXRoughness = 0.0; + float sumCoeff = 0.0; + UNITY_UNROLL + for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) // TODO remove all variable lobecnt code + { + float coeff = _CarPaint2_CTCoeffs[lobeIndex]; + float spread = roughness[lobeIndex]; + sumCoeff += coeff; + sumCoeffXRoughness += spread * coeff; + } + singleRoughness = min(1.0, SafeDiv(sumCoeffXRoughness,sumCoeff)); +#endif + + return singleRoughness; +} + NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData) { NormalData normalData; @@ -389,31 +460,9 @@ NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData) { normalData.normalWS = surfaceData.normalWS; -#if defined(_AXF_BRDF_TYPE_SVBRDF) - float roughness = (HasAnisotropy()) ? GetScalarRoughnessFromAnisoRoughness(surfaceData.specularLobe.x, surfaceData.specularLobe.y) : surfaceData.specularLobe.x; - normalData.perceptualRoughness = RoughnessToPerceptualRoughness(roughness); - -#elif defined(_AXF_BRDF_TYPE_CAR_PAINT) // Hack: try to get a "single equivalent" roughness - normalData.perceptualRoughness = 0.0; - - float sumCoeffXRoughness = 0.0; - float sumCoeff = 0.0; - - UNITY_UNROLL - for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) - { - float coeff = _CarPaint2_CTCoeffs[lobeIndex]; - float spread = _CarPaint2_CTSpreads[lobeIndex]; - - sumCoeff += coeff; - sumCoeffXRoughness += spread * coeff; - } - normalData.perceptualRoughness = RoughnessToPerceptualRoughness(min(1.0, SafeDiv(sumCoeffXRoughness,sumCoeff))); -#else - // This is only possible if the AxF is a BTF type. However, there is a bunch of ifdefs do not support this third case - normalData.perceptualRoughness = 0.0; -#endif + float roughness = GetScalarRoughness(surfaceData.specularLobe); + normalData.perceptualRoughness = RoughnessToPerceptualRoughness(roughness); } return normalData; @@ -487,6 +536,7 @@ float3 RefractSaturateToTIR(float3 incoming, float3 normal, float eta, out floa float sinThetaCrit = saturate(rcp(eta)); float cosThetaCrit = sqrt(1 - Sq(sinThetaCrit)); float3 incOrthoN = (incoming - c * normal) * /*normalize the ortho component:*/rcp(sqrt(sinIncSq)); + // Note: sqrt(sinIncSq) shouldn't be close to 0, since b < 0 <=> (sinIncSq) > 1/Sq(eta) and eta shouldn't be close to 1/sqrt(eps)! criticalDir = sinThetaCrit * incOrthoN + cosThetaCrit * normal; @@ -543,7 +593,7 @@ float CT_F(float H_V, float F0) return F0 + (1.0 - F0) * f_1_sub_cos_fifth; } -float MultiLobesCookTorrance(float NdotL, float NdotV, float NdotH, float VdotH) +float MultiLobesCookTorrance(BSDFData bsdfData, float NdotL, float NdotV, float NdotH, float VdotH) { // Ensure numerical stability if (NdotV < 0.00174532836589830883577820272085 || NdotL < 0.00174532836589830883577820272085) //sin(0.1 deg ) @@ -554,7 +604,7 @@ float MultiLobesCookTorrance(float NdotL, float NdotV, float NdotH, float VdotH { float F0 = _CarPaint2_CTF0s[lobeIndex]; float coeff = _CarPaint2_CTCoeffs[lobeIndex]; - float spread = _CarPaint2_CTSpreads[lobeIndex]; + float spread = bsdfData.roughness[lobeIndex]; // _CarPaint2_CTSpreads[lobeIndex]; specularIntensity += coeff * CT_D(NdotH, spread) * CT_F(VdotH, F0); } @@ -682,12 +732,16 @@ float OrenNayar(in float3 n, in float3 v, in float3 l, in float roughness) BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) { BSDFData bsdfData; - // ZERO_INITIALIZE(BSDFData, data); + ZERO_INITIALIZE(BSDFData, bsdfData); + + bsdfData.ambientOcclusion = surfaceData.ambientOcclusion; + bsdfData.specularOcclusion = surfaceData.specularOcclusion; bsdfData.normalWS = surfaceData.normalWS; bsdfData.tangentWS = surfaceData.tangentWS; bsdfData.biTangentWS = cross(bsdfData.normalWS, bsdfData.tangentWS); + bsdfData.roughness = 0; //----------------------------------------------------------------------------- #ifdef _AXF_BRDF_TYPE_SVBRDF bsdfData.diffuseColor = surfaceData.diffuseColor; @@ -696,28 +750,26 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) bsdfData.fresnelF0 = surfaceData.fresnelF0; // See AxfData.hlsl: the actual sampled texture is always 1 channel, if we ever find otherwise, we will use the others. bsdfData.height_mm = surfaceData.height_mm; - bsdfData.roughness = HasAnisotropy() ? surfaceData.specularLobe : surfaceData.specularLobe.xx; + bsdfData.roughness.xy = HasAnisotropy() ? surfaceData.specularLobe.xy : surfaceData.specularLobe.xx; bsdfData.clearcoatColor = surfaceData.clearcoatColor; bsdfData.clearcoatNormalWS = HasClearcoat() ? surfaceData.clearcoatNormalWS : surfaceData.normalWS; bsdfData.clearcoatIOR = surfaceData.clearcoatIOR; // Useless but pass along anyway - bsdfData.flakesUV = surfaceData.flakesUV; - bsdfData.flakesMipLevel = surfaceData.flakesMipLevel; + FillFlakesBSDFData(surfaceData, bsdfData); //----------------------------------------------------------------------------- #elif defined(_AXF_BRDF_TYPE_CAR_PAINT) bsdfData.diffuseColor = surfaceData.diffuseColor; - bsdfData.flakesUV = surfaceData.flakesUV; - bsdfData.flakesMipLevel = surfaceData.flakesMipLevel; + FillFlakesBSDFData(surfaceData, bsdfData); bsdfData.clearcoatColor = 1.0; // Not provided, assume white... bsdfData.clearcoatIOR = surfaceData.clearcoatIOR; bsdfData.clearcoatNormalWS = HasClearcoat() ? surfaceData.clearcoatNormalWS : surfaceData.normalWS; bsdfData.specularColor = GetCarPaintSpecularColor(); bsdfData.fresnelF0 = GetCarPaintFresnelF0(); - bsdfData.roughness = 0; + bsdfData.roughness.xyz = surfaceData.specularLobe.xyz; // the later stores per lobe possibly modified (for geometric specular AA) _CarPaint2_CTSpreads bsdfData.height_mm = 0; #endif @@ -744,8 +796,8 @@ struct PreLightData float3 viewWS_UnderCoat; // View vector after optional clear-coat refraction. // IBL - float3 iblDominantDirectionWS_UnderCoat; // Dominant specular direction, used for IBL in EvaluateBSDF_Env() - float3 iblDominantDirectionWS_Clearcoat; // Dominant specular direction, used for IBL in EvaluateBSDF_Env() and also in area lights when clearcoat is enabled + float3 iblDominantDirectionWS_BottomLobeOnTop; // Dominant specular direction, for bottom lobe but as it exit on top, used for IBL in EvaluateBSDF_Env() + float3 iblDominantDirectionWS_Clearcoat; // Dominant specular direction, used for IBL in EvaluateBSDF_Env() and also in area lights when clearcoat is enabled #ifdef _AXF_BRDF_TYPE_SVBRDF float iblPerceptualRoughness; float3 specularFGD; @@ -802,9 +854,52 @@ uint SampleFlakesLUT(uint index) // return pipoLUT[min(11, _index)]; } -float3 SamplesFlakes(float2 UV, uint sliceIndex, float mipLevel) -{ - return _CarPaint2_BTFFlakeMapScale * SAMPLE_TEXTURE2D_ARRAY_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, UV, sliceIndex, mipLevel).xyz; +float3 SamplesFlakes(float2 offsets[NB_FLAKES_RND_SHIFTS], uint sliceIndex, BSDFData bsdfData) +{ + // We can't use SAMPLE_TEXTURE2D_ARRAY, the compiler can't unroll in that case, and the lightloop is built with unroll + // That's why we calculate gradients or LOD earlier. + // TODO: The LOD code path (useFlakesMipLevel == true) is kept for a possible performance/appearance trade-off + // (less VGPR for LOD) and also for (future) raytracing, it is easier to substitute an approximate single LOD value + // than a full 2x2 Jacobian. + float3 val = 0; + bool useFlakesMipLevel = all(bsdfData.flakesDdxZY == (float2)0); // should be known statically! + +#ifdef _MAPPING_TRIPLANAR + val += bsdfData.flakesTriplanarWeights.x * + (useFlakesMipLevel ? + SAMPLE_TEXTURE2D_ARRAY_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVZY + offsets[FLAKES_SHIFT_IDX_PLANAR_ZY], + sliceIndex, bsdfData.flakesMipLevelZY).xyz + : SAMPLE_TEXTURE2D_ARRAY_GRAD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVZY + offsets[FLAKES_SHIFT_IDX_PLANAR_ZY], + sliceIndex, bsdfData.flakesDdxZY, bsdfData.flakesDdyZY).xyz ); + + val += bsdfData.flakesTriplanarWeights.y * + (useFlakesMipLevel ? + SAMPLE_TEXTURE2D_ARRAY_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVXZ + offsets[FLAKES_SHIFT_IDX_PLANAR_XZ], + sliceIndex, bsdfData.flakesMipLevelXZ).xyz + : SAMPLE_TEXTURE2D_ARRAY_GRAD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVXZ + offsets[FLAKES_SHIFT_IDX_PLANAR_XZ], + sliceIndex, bsdfData.flakesDdxXZ, bsdfData.flakesDdyXZ).xyz ); + val += bsdfData.flakesTriplanarWeights.z * + (useFlakesMipLevel ? + SAMPLE_TEXTURE2D_ARRAY_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVXY + offsets[FLAKES_SHIFT_IDX_PLANAR_XY], + sliceIndex, bsdfData.flakesMipLevelXY).xyz + : SAMPLE_TEXTURE2D_ARRAY_GRAD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVXY + offsets[FLAKES_SHIFT_IDX_PLANAR_XY], + sliceIndex, bsdfData.flakesDdxXY, bsdfData.flakesDdyXY).xyz ); + val *= _CarPaint2_BTFFlakeMapScale; +#else + val = _CarPaint2_BTFFlakeMapScale * + (useFlakesMipLevel ? + SAMPLE_TEXTURE2D_ARRAY_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVZY + offsets[0], sliceIndex, bsdfData.flakesMipLevelZY).xyz + : SAMPLE_TEXTURE2D_ARRAY_GRAD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, + bsdfData.flakesUVZY + offsets[0], sliceIndex, bsdfData.flakesDdxZY, bsdfData.flakesDdyZY).xyz ); +#endif + return val; } // @@ -812,9 +907,6 @@ float3 SamplesFlakes(float2 UV, uint sliceIndex, float mipLevel) // float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) { - float2 UV = bsdfData.flakesUV; - float mipLevel = bsdfData.flakesMipLevel; - // thetaH sampling defines the angular sampling, i.e. angular flake lifetime float binIndexH = _CarPaint2_FlakeNumThetaF * (2.0 * thetaH / PI) + 0.5; // TODO: doc says to use NumThetaF for both, check if this isn't a typo float binIndexD = _CarPaint2_FlakeNumThetaF * (2.0 * thetaD / PI) + 0.5; @@ -828,8 +920,9 @@ float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) float thetaD_weight = binIndexD - thetaD_low; // To allow lower thetaD samplings while preserving flake lifetime, "virtual" thetaD patches are generated by shifting existing ones - float2 offset_l = 0; - float2 offset_h = 0; + // NB_FLAKES_RND_SHIFTS = 1 if not triplanar; otherwise this is in case we want a randomization that takes planar coordinate index into account + float2 offset_l[NB_FLAKES_RND_SHIFTS] = (float2[NB_FLAKES_RND_SHIFTS])0; + float2 offset_h[NB_FLAKES_RND_SHIFTS] = (float2[NB_FLAKES_RND_SHIFTS])0; // Organization of the flake BTF slice array and LUT: // @@ -935,8 +1028,10 @@ float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) // Access flake texture - make sure to stay in the correct slices (no slip over) if (thetaD_low < _CarPaint2_FlakeMaxThetaI) { - float2 UVl = UV + offset_l; - float2 UVh = UV + offset_h; + // These are spatial UVs, we let SampleFlakes deal with them in case of triplanar, + // and just submit the random shift offsets (TODO "virtual" angular patches) + //float2 UVl = UV + offset_l; + //float2 UVh = UV + offset_h; uint LUT0 = SampleFlakesLUT(thetaD_low); uint LUT1 = SampleFlakesLUT(thetaD_high); @@ -946,10 +1041,10 @@ float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) if (LUT0 + thetaH_low < LUT0_limit) { - H0_D0 = SamplesFlakes(UVl, LUT0 + thetaH_low, mipLevel); + H0_D0 = SamplesFlakes(offset_l, LUT0 + thetaH_low, bsdfData); if (LUT0 + thetaH_high < LUT0_limit) { - H1_D0 = SamplesFlakes(UVl, LUT0 + thetaH_high, mipLevel); + H1_D0 = SamplesFlakes(offset_l, LUT0 + thetaH_high, bsdfData); } } // else it means that the calculated index for that thetaD_low and the thetaH_low @@ -966,10 +1061,10 @@ float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) { if (LUT1 + thetaH_low < LUT2) { - H0_D1 = SamplesFlakes(UVh, LUT1 + thetaH_low, mipLevel); + H0_D1 = SamplesFlakes(offset_h, LUT1 + thetaH_low, bsdfData); if (LUT1 + thetaH_high < LUT2) { - H1_D1 = SamplesFlakes(UVh, LUT1 + thetaH_high, mipLevel); + H1_D1 = SamplesFlakes(offset_h, LUT1 + thetaH_high, bsdfData); } } // else, same thing as our comment above @@ -983,7 +1078,7 @@ float3 CarPaint_BTF(float thetaH, float thetaD, BSDFData bsdfData) } #endif //...#if defined(_AXF_BRDF_TYPE_CAR_PAINT) -float3 FindAverageBaseLobeDirOnTop(BSDFData bsdfData, PreLightData preLightData) +float3 FindAverageBaseLobeDirOnTop(BSDFData bsdfData, PreLightData preLightData, out float3 lobeDirUndercoat) { float3 outDir; @@ -1010,7 +1105,8 @@ float3 FindAverageBaseLobeDirOnTop(BSDFData bsdfData, PreLightData preLightData) float3 incomingSaturated; float rayIntensity; outDir = RefractSaturateToTIR(-vRefractedBottomReflected, -bsdfData.clearcoatNormalWS, bsdfData.clearcoatIOR, rayIntensity, incomingSaturated); -#endif + lobeDirUndercoat = -incomingSaturated; // incoming is away from the top interface from under the surface so *-1 to reverse quadrant. +#endif return outDir; } @@ -1045,13 +1141,19 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput // Handle IBL + multiscattering // todo_dir: // todo_dir todo_modes todo_pseudorefract: cant use undercoat like that, but better than to lose the bottom normal effect for now... - preLightData.iblDominantDirectionWS_UnderCoat = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); + float3 reflectedLobeDirUndercoat = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); + preLightData.iblDominantDirectionWS_BottomLobeOnTop = reflectedLobeDirUndercoat; if (HasClearcoatAndRefraction()) { - preLightData.iblDominantDirectionWS_UnderCoat = FindAverageBaseLobeDirOnTop(bsdfData, preLightData); // much better + preLightData.iblDominantDirectionWS_BottomLobeOnTop = FindAverageBaseLobeDirOnTop(bsdfData, preLightData, reflectedLobeDirUndercoat); // much better + // reflectedLobeDirUndercoat is now adjusted to correspond to the refracted-back on top direction returned by FindAverageBaseLobeDirOnTop() + + //sanity check: If both normals are equal, then this shouldn't change the output: + //preLightData.iblDominantDirectionWS_BottomLobeOnTop = reflect(-viewWS_Clearcoat, bsdfData.clearcoatNormalWS); + //reflectedLobeDirUndercoat = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); } preLightData.iblDominantDirectionWS_Clearcoat = reflect(-viewWS_Clearcoat, bsdfData.clearcoatNormalWS); - //preLightData.iblDominantDirectionWS_UnderCoat = preLightData.iblDominantDirectionWS_Clearcoat; + //preLightData.iblDominantDirectionWS_BottomLobeOnTop = preLightData.iblDominantDirectionWS_Clearcoat; #ifdef _AXF_BRDF_TYPE_SVBRDF // @TODO => Anisotropic IBL? @@ -1073,7 +1175,8 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput preLightData.iblPerceptualRoughness = PerceptualRoughnessBeckmannToGGX(preLightData.iblPerceptualRoughness); break; - // case 1: // @TODO: Support Blinn-Phong FGD? + case 1: //Phong + case 4: //Blinn-Phong : just approximate with Cook-Torrance which uses a Beckmann distribution case 2: GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); preLightData.specularFGD *= GetPreIntegratedFGDCookTorranceSampleMutiplier(); @@ -1084,8 +1187,6 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); break; - // case 4: // @TODO: Support Blinn-Phong FGD? - default: // Use GGX by default GetPreIntegratedFGDGGXAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0, preLightData.specularFGD, preLightData.diffuseFGD, specularReflectivity); break; @@ -1103,11 +1204,32 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput preLightData.specularCTFGDReflectivity = 0; preLightData.ltcTransformSpecularCT = (float3x3[MAX_CT_LOBE_COUNT])0; - // TODO_diffuseFGDColor: better one, averaged maybe... + // TODO_diffuseFGDColor: better one, averaged maybe: ie depending on roughness also preLightData.singleBRDFColor = 1.0; float thetaH = 0; //acos(clamp(NdotH, 0, 1)); float thetaD = acos(clamp(preLightData.NdotV_UnderCoat, 0, 1)); - + // The above is the same as + //float3 lightDir = reflect(-preLightData.viewWS_UnderCoat, bsdfData.normalWS); + //float3 H = normalize(preLightData.viewWS_UnderCoat + lightDir); + //float NdotH = dot(bsdfData.normalWS, H); + //float LdotH = dot(H, lightDir); + //thetaH = acos(clamp(NdotH, 0, 1)); + //thetaD = acos(clamp(LdotH, 0, 1)); + + // Also, could use reflectedLobeDirUndercoat here (and see TODO_diffuseFGDColor: if we make it depends on roughness, one per lobe) + // This is relevant only if both normals aren't the same obviously. + // In the case of CARPAINT, this means a clearcoat normal map. + // (ie orange peel) + if (false) + { + float3 H = normalize(preLightData.viewWS_UnderCoat + reflectedLobeDirUndercoat); + float NdotH = dot(bsdfData.normalWS, H); + + float LdotH = dot(H, reflectedLobeDirUndercoat); + thetaH = acos(clamp(NdotH, 0, 1)); + thetaD = acos(clamp(LdotH, 0, 1)); + } + preLightData.singleBRDFColor *= GetBRDFColor(thetaH, thetaD); preLightData.singleFlakesComponent = CarPaint_BTF(thetaH, thetaD, bsdfData); @@ -1116,7 +1238,7 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput { float F0 = _CarPaint2_CTF0s[lobeIndex]; float coeff = _CarPaint2_CTCoeffs[lobeIndex]; - float spread = _CarPaint2_CTSpreads[lobeIndex]; + float spread = bsdfData.roughness[lobeIndex]; // _CarPaint2_CTSpreads[lobeIndex]; #if !USE_COOK_TORRANCE_MULTI_LOBES // Computes weighted average of roughness values sumCoeff += coeff; @@ -1161,8 +1283,9 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput float oneOverLobeCnt = rcp(CARPAINT2_LOBE_COUNT); preLightData.iblPerceptualRoughness = RoughnessToPerceptualRoughness(sumRoughness * oneOverLobeCnt); tempF0 = sumF0 * oneOverLobeCnt; - // todo_BeckmannToGGX + // todo_BeckmannToGGX GetPreIntegratedFGDCookTorranceAndLambert(NdotV_UnderCoat, preLightData.iblPerceptualRoughness, tempF0 * preLightData.singleBRDFColor, specularFGD, diffuseFGD, reflectivity); + preLightData.iblPerceptualRoughness = PerceptualRoughnessBeckmannToGGX(preLightData.iblPerceptualRoughness); specularFGD *= GetPreIntegratedFGDCookTorranceSampleMutiplier(); preLightData.specularCTFGDSingleLobe = specularFGD * sumCoeff; #endif @@ -1232,14 +1355,6 @@ PreLightData GetPreLightData(float3 viewWS_Clearcoat, PositionInputs posInput case 1: // BLINN-PHONG case 4: // PHONG; { - // According to https://computergraphics.stackexchange.com/questions/1515/what-is-the-accepted-method-of-converting-shininess-to-roughness-and-vice-versa - // float exponent = 2/roughness^4 - 2; - // - float exponent = PerceptualRoughnessToRoughness(preLightData.iblPerceptualRoughness); - float roughness = pow(max(0.0, 2.0 / (exponent + 2)), 1.0 / 4.0); - // todo_modes todo_pseudorefract: cant use undercoat like that - //float2 UV = LTCGetSamplingUV(NdotV_UnderCoat, RoughnessToPerceptualRoughness(roughness)); - float2 UV = LTCGetSamplingUV(NdotV_Clearcoat, RoughnessToPerceptualRoughness(roughness)); preLightData.ltcTransformSpecular = LTCSampleMatrix(UV, LTC_MATRIX_INDEX_COOK_TORRANCE); break; } @@ -1419,7 +1534,7 @@ float3 ComputeWard(float3 H, float LdotH, float NdotL, float NdotV, PreLightData float F = 1.0; switch (_SVBRDF_BRDFVariants & 3) { - case 1: F_FresnelDieletricSafe(Fresnel0ToIorSafe(bsdfData.fresnelF0.r), LdotH); break; + case 1: F = F_FresnelDieletricSafe(Fresnel0ToIorSafe(bsdfData.fresnelF0.r), LdotH); break; case 2: F = F_Schlick(bsdfData.fresnelF0.r, LdotH); break; } @@ -1427,8 +1542,8 @@ float3 ComputeWard(float3 H, float LdotH, float NdotL, float NdotV, PreLightData float3 tsH = float3(dot(H, bsdfData.tangentWS), dot(H, bsdfData.biTangentWS), dot(H, bsdfData.normalWS)); //float2 rotH = tsH.xy / tsH.z; float2 rotH = tsH.xy / max(0.00001, tsH.z); - //float2 roughness = bsdfData.roughness; - float2 roughness = max(0.0001, bsdfData.roughness); + //float2 roughness = bsdfData.roughness.xy; + float2 roughness = max(0.0001, bsdfData.roughness.xy); //if (bsdfData.roughness.y == 0.0) bsdfData.specularColor = float3(1,0,0); if (roughness.x * roughness.y <= 0.0001 && tsH.z < 1.0) @@ -1452,7 +1567,8 @@ float3 ComputeWard(float3 H, float LdotH, float NdotL, float NdotV, PreLightData float3 ComputeBlinnPhong(float3 H, float LdotH, float NdotL, float NdotV, PreLightData preLightData, BSDFData bsdfData) { - float2 exponents = exp2(bsdfData.roughness); + // See AxFGetRoughnessFromSpecularLobeTexture in AxFData + float2 exponents = 2 * rcp(max(0.0001,(bsdfData.roughness.xy*bsdfData.roughness.xy))) - 2; // Evaluate normal distribution function float3 tsH = float3(dot(H, bsdfData.tangentWS), dot(H, bsdfData.biTangentWS), dot(H, bsdfData.normalWS)); @@ -1623,6 +1739,7 @@ CBSDF EvaluateBSDF(float3 viewWS_Clearcoat, float3 lightWS_Clearcoat, PreLightDa float3 GetCarPaintSpecularFGDForLobe(PreLightData preLightData, uint lobeIndex) { return lerp(preLightData.specularCTFGDAtZeroF0[lobeIndex], preLightData.specularCTFGDReflectivity[lobeIndex], _CarPaint2_CTF0s[lobeIndex]*preLightData.singleBRDFColor); + //return lerp(preLightData.specularCTFGDAtZeroF0[lobeIndex], preLightData.specularCTFGDReflectivity[lobeIndex], _CarPaint2_CTF0s[lobeIndex])*preLightData.singleBRDFColor; } @@ -1689,7 +1806,7 @@ CBSDF EvaluateBSDF(float3 viewWS_Clearcoat, float3 lightWS_Clearcoat, PreLightDa float3 diffuseTerm = Lambert(); // Apply multi-lobes Cook-Torrance - float3 specularTerm = MultiLobesCookTorrance(NdotL, NdotV, NdotH, VdotH); + float3 specularTerm = MultiLobesCookTorrance(bsdfData, NdotL, NdotV, NdotH, VdotH); // Apply BRDF color float3 BRDFColor = GetBRDFColor(thetaH, thetaD); @@ -1963,7 +2080,7 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, // We project the point onto the area light's plane using the reflected view direction and recompute the light direction from this position // todo_dir: #if 0 - float3 bestLightWS_Specular = ComputeBestLightDirection_Line(lightPositionRWS, preLightData.iblDominantDirectionWS_UnderCoat, lightData); + float3 bestLightWS_Specular = ComputeBestLightDirection_Line(lightPositionRWS, preLightData.iblDominantDirectionWS_BottomLobeOnTop, lightData); // todo_dir todo_pseudorefract // refract light dir here for GetBRDFColor since it is a fresnel-like effect, but @@ -1992,7 +2109,7 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, ltcValue = LTCEvaluate(P1, P2, B, preLightData.ltcTransformFlakes); ltcValue *= lightData.specularDimmer; - lighting.specular += ltcValue * preLightData.singleFlakesComponent; //preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData); + lighting.specular += ltcValue * preLightData.singleFlakesComponent; #endif @@ -2182,7 +2299,7 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, // We project the point onto the area light's plane using the reflected view direction and recompute the light direction from this position // TODO_dir: #if 0 - float3 bestLightWS_Specular = ComputeBestLightDirection_Rectangle(lightPositionRWS, preLightData.iblDominantDirectionWS_UnderCoat, lightData); + float3 bestLightWS_Specular = ComputeBestLightDirection_Rectangle(lightPositionRWS, preLightData.iblDominantDirectionWS_BottomLobeOnTop, lightData); // TODO_dir: refract light dir for GetBRDFColor here since it is a fresnel-like effect, but // compute LTC / env fetching using *non refracted dir* @@ -2208,7 +2325,7 @@ DirectLighting EvaluateBSDF_Rect(LightLoopContext lightLoopContext, ltcValue = PolygonIrradiance(mul(lightVerts, preLightData.ltcTransformFlakes)); ltcValue *= lightData.specularDimmer; - lighting.specular += ltcValue * preLightData.singleFlakesComponent; //preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData); + lighting.specular += ltcValue * preLightData.singleFlakesComponent; #endif @@ -2402,24 +2519,43 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float weight = 1.0; // TODO_dir: this shouldn't be undercoat. - float3 environmentSamplingDirectionWS_UnderCoat = preLightData.iblDominantDirectionWS_UnderCoat; + float3 envSamplingDirForBottomLayer = preLightData.iblDominantDirectionWS_BottomLobeOnTop; #if defined(_AXF_BRDF_TYPE_SVBRDF) float3 envLighting = 0.0; float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); - - environmentSamplingDirectionWS_UnderCoat = GetModifiedEnvSamplingDir(lightData, bsdfData.normalWS, preLightData.iblDominantDirectionWS_UnderCoat, preLightData.iblPerceptualRoughness, NdotV); - - // Note: using _influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) - EvaluateLight_EnvIntersection(positionWS, bsdfData.normalWS, lightData, _influenceShapeType, environmentSamplingDirectionWS_UnderCoat, weight); + // Here we use bsdfData.clearcoatNormalWS: if there's no coat, bsdfData.clearcoatNormalWS == bsdfData.normalWS anyway. + // The reason is that, normally, since GetModifiedEnvSamplingDir (off-specular effect) is roughness dependent, + // we would have to store another direction (lightData is only used to escape the modification in case of planar probe) + // and in case of carpaint, one for each lobe. However, if we would like to "correctly" take into account the effect, we would have + // to calculate the effect on the bottom layer where directions are different, and then use FindAverageBaseLobeDirOnTop(). + // We decide to just apply the effect on top instead. + // (FindAverageBaseLobeDirOnTop is alreayd an approximation ignoring under-horizon or TIR. If we saturated to the critical angle undercoat + // and thus grazing when exiting on top, a tilt back for off-specular effect might in fact have no effect since the lobe could still + // be under horizon. On the other hand, if we didn't have to saturate, a little tilt-back toward normal (from GetModifiedEnvSamplingDir) + // should have translated into a bigger one on top because of angle range decompression.) + envSamplingDirForBottomLayer = GetModifiedEnvSamplingDir(lightData, bsdfData.clearcoatNormalWS, preLightData.iblDominantDirectionWS_BottomLobeOnTop, preLightData.iblPerceptualRoughness, NdotV); + + // Note: using _influenceShapeType and projectionShapeType instead of (lightData|proxyData).shapeType allow to make compiler optimization in case the type is know (like for sky) + EvaluateLight_EnvIntersection(positionWS, bsdfData.clearcoatNormalWS, lightData, _influenceShapeType, envSamplingDirForBottomLayer, weight); + // ...here the normal is only used for normal fading mode of the influence volume. + + // Another problem with having even two fetch directions is the reflection hierarchy that only supports one weight. + // (TODO: We could have a vector tracking multiplied weights already applied per lobe that we update and that is + // passed back by the light loop but otherwise opaque to it, with the single hierarchyWeight tracked alongside. + // That way no "overlighting" would be done and by returning the hierarchyWeight = min(all weights) up to now, + // we could potentially avoid artifacts in having eg the clearcoat reflection not available from one influence volume + // while the base has full weight reflection. This ends up always preventing a blend for the coat reflection when the + // bottom reflection is full. Lit doesn't have this problem too much in practice since only GetModifiedEnvSamplingDir + // changes the direction vs the coat.) float IBLMipLevel; IBLMipLevel = GetEnvMipLevel(lightData, preLightData.iblPerceptualRoughness); // Sample the pre-integrated environment lighting - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, environmentSamplingDirectionWS_UnderCoat, IBLMipLevel, lightData.rangeCompressionFactorCompensation); + float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, envSamplingDirForBottomLayer, IBLMipLevel, lightData.rangeCompressionFactorCompensation); weight *= preLD.w; // Used by planar reflection to discard pixel envLighting = GetSpecularIndirectDimmer() * preLightData.specularFGD * preLD.xyz; @@ -2429,48 +2565,44 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, float3 envLighting = 0.0; - float NdotV = ClampNdotV(preLightData.NdotV_UnderCoat); - // A part of this BRDF depends on thetaH and thetaD and should thus have entered // the split sum pre-integration. We do a further approximation by pulling those // terms out and evaluating them in the specular dominant direction, - // for BRDFColor and flakes. - float3 viewWS_UnderCoat = preLightData.viewWS_UnderCoat; - float3 lightWS_UnderCoat = environmentSamplingDirectionWS_UnderCoat; + // for BRDFColor and flakes, see GetPreLightData. - float3 H = normalize(viewWS_UnderCoat + lightWS_UnderCoat); - float NdotH = dot(bsdfData.normalWS, H); - float VdotH = dot(viewWS_UnderCoat, H); - - // TODO_dir: so this is just thetaH = 0, etc. CHECK and remove. - float thetaH = acos(clamp(NdotH, 0, 1)); - float thetaD = acos(clamp(VdotH, 0, 1)); + // Note: we don't use GetModifiedEnvSamplingDir() per lobe here, and see comment above about reflection hierarchy. + EvaluateLight_EnvIntersection(positionWS, bsdfData.clearcoatNormalWS, lightData, _influenceShapeType, envSamplingDirForBottomLayer, weight); #if USE_COOK_TORRANCE_MULTI_LOBES // Multi-lobes approach // Each CT lobe samples the environment with the appropriate roughness - float sumWeights = 0.0; + float probeSkipFactor = 1; for (uint lobeIndex = 0; lobeIndex < CARPAINT2_LOBE_COUNT; lobeIndex++) { float coeff = _CarPaint2_CTCoeffs[lobeIndex]; float lobeMipLevel = PerceptualRoughnessToMipmapLevel(preLightData.iblPerceptualRoughness[lobeIndex]); - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, lobeMipLevel, lightData.rangeCompressionFactorCompensation); + float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, envSamplingDirForBottomLayer, lobeMipLevel, lightData.rangeCompressionFactorCompensation); //todotodo: try removing coeff envLighting += coeff * GetCarPaintSpecularFGDForLobe(preLightData, lobeIndex) * preLD.xyz; - sumWeights += preLD.w; + // Note: preLD.w is only used by planar probes, returning 0 if outside captured direction or 1 otherwise (the influence volume weight fades, not this). + // Since this is only used for planar probes, even if we had used GetModifiedEnvSamplingDir() above, all directions would be the same in that case anyway + // since GetModifiedEnvSamplingDir() doesn't do anything for planar probes. + // For that reason, only one preLD.w needs to be used, no need to average them, they should all be the same. + // sumWeights += preLD.w; + probeSkipFactor = preLD.w; } + // See discussion about reflection hierarchy above for SVBRDF, same thing here: When we will evaluate the coat, we will ignore its weight. + weight *= probeSkipFactor; envLighting *= GetSpecularIndirectDimmer(); //now already in rebuilt specularFGD: envLighting *= GetBRDFColor(thetaH, thetaD); // Sample flakes //TODO_FLAKES float flakesMipLevel = 0; // Flakes are supposed to be perfect mirrors - //envLighting += preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData) * SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, flakesMipLevel, lightData.rangeCompressionFactorCompensation).xyz; - envLighting += preLightData.singleFlakesComponent * SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, flakesMipLevel, lightData.rangeCompressionFactorCompensation).xyz; - weight *= sumWeights / CARPAINT2_LOBE_COUNT; + envLighting += preLightData.singleFlakesComponent * SampleEnv(lightLoopContext, lightData.envIndex, envSamplingDirForBottomLayer, flakesMipLevel, lightData.rangeCompressionFactorCompensation).xyz; #else // USE_COOK_TORRANCE_MULTI_LOBES @@ -2480,12 +2612,11 @@ IndirectLighting EvaluateBSDF_Env( LightLoopContext lightLoopContext, IBLMipLevel = GetEnvMipLevel(lightData, preLightData.iblPerceptualRoughness); // Sample the actual environment lighting - float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, lightWS_UnderCoat, IBLMipLevel, lightData.rangeCompressionFactorCompensation); + float4 preLD = SampleEnv(lightLoopContext, lightData.envIndex, envSamplingDirForBottomLayer, IBLMipLevel, lightData.rangeCompressionFactorCompensation); float3 envLighting; - envLighting = preLightData.specularCTFGDSingleLobe * GetSpecularIndirectDimmer() * GetBRDFColor(thetaH, thetaD); + envLighting = preLightData.specularCTFGDSingleLobe * GetSpecularIndirectDimmer(); //TODO_FLAKES - //envLighting += preLightData.flakesFGD * CarPaint_BTF(thetaH, thetaD, bsdfData); envLighting += preLightData.singleFlakesComponent; envLighting *= preLD.xyz; weight *= preLD.w; // Used by planar reflection to discard pixel @@ -2538,9 +2669,11 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext, { // There is no AmbientOcclusion from data with AxF, but let's apply our SSAO AmbientOcclusionFactor aoFactor; - GetScreenSpaceAmbientOcclusionMultibounce( posInput.positionSS, preLightData.NdotV_UnderCoat, - RoughnessToPerceptualRoughness(GetScalarRoughnessFromAnisoRoughness(bsdfData.roughness.x, bsdfData.roughness.y)), - 1.0, 1.0, GetColorBaseDiffuse(bsdfData), GetColorBaseFresnelF0(bsdfData), aoFactor); + GetScreenSpaceAmbientOcclusionMultibounce(posInput.positionSS, preLightData.NdotV_UnderCoat, + RoughnessToPerceptualRoughness(GetScalarRoughness(bsdfData.roughness)), + bsdfData.ambientOcclusion, bsdfData.specularOcclusion, + GetColorBaseDiffuse(bsdfData), GetColorBaseFresnelF0(bsdfData), aoFactor); + ApplyAmbientOcclusionFactor(aoFactor, builtinData, lighting); diffuseLighting = bsdfData.diffuseColor * lighting.direct.diffuse + builtinData.bakeDiffuseLighting; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader index 65450fb74c7..30748367cce 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxF.shader @@ -7,8 +7,28 @@ Shader "HDRP/AxF" ///////////////////////////////////////////////////////////////////////////// // General Parameters - _MaterialTilingU( "Material U Tiling", Float ) = 1 - _MaterialTilingV( "Material V Tiling", Float ) = 1 + // UI Only: transfered to _MappingMask + // BUG! 6 values work, not 7 -_- + //[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, PlanarXY, 4, PlanarYZ, 5, PlanarZX, 6, Triplanar, 7)] _MappingMode("Mapping Mode", Float) = 0 + [HideInInspector] _MappingMode("Mapping Mode", Float) = 0 + [HideInInspector] _MappingMask("MappingMask", Vector) = (1, 0, 0, 0) + // UI Only: + [Enum(World, 0, Local, 1)] _PlanarSpace("Planar/Triplanar space", Float) = 0 + + // Tilings and offsets + _Material_SO( "Main Material Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_DiffuseColorMap_SO( "_SVBRDF_DiffuseColorMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_SpecularColorMap_SO( "_SVBRDF_SpecularColorMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_NormalMap_SO( "_SVBRDF_NormalMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_SpecularLobeMap_SO( "_SVBRDF_SpecularLobeMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_AlphaMap_SO( "_SVBRDF_AlphaMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_FresnelMap_SO( "_SVBRDF_FresnelMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_AnisoRotationMap_SO( "_SVBRDF_AnisoRotationMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_HeightMap_SO( "_SVBRDF_HeightMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_ClearcoatColorMap_SO( "_SVBRDF_ClearcoatColorMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _ClearcoatNormalMap_SO( "_ClearcoatNormalMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _SVBRDF_ClearcoatIORMap_SO( "_SVBRDF_ClearcoatIORMap Tiling & Offset", Vector) = (1, 1, 0, 0) + _CarPaint2_BTFFlakeMap_SO( "_CarPaint2_BTFFlakeMap Tiling & Offset", Vector) = (1, 1, 0, 0) [Enum(SVBRDF, 0, CarPaint, 1, BTF, 2)] _AxF_BRDFType("_AxF_BRDFType", Float) = 0 @@ -48,7 +68,6 @@ Shader "HDRP/AxF" _CarPaint2_BRDFColorMapUVScale("_CarPaint2_BRDFColorMapUVScale", Vector) = (1,1,0,0) // To be used when we have the bit BRDFColorUseDiagonalClamp set in _Flags // Flakes - _CarPaint2_FlakeTiling("_CarPaint2_FlakeTiling", Float) = 1 _CarPaint2_BTFFlakeMapScale("_CarPaint2_BTFFlakeMapScale", Float) = 1 // Scale is useless if we're directly provided a RGBA16F format _CarPaint2_BTFFlakeMap("_CarPaint2_BTFFlakeMap", 2DArray) = "black" {} _CarPaint2_FlakeThetaFISliceLUTMap( "_CarPaint2_FlakeThetaFISliceLUTMap", 2D ) = "black" {} @@ -63,6 +82,10 @@ Shader "HDRP/AxF" _CarPaint2_CTCoeffs("_CarPaint2_CTCoeffs", Vector) = (1,1,1,1) _CarPaint2_CTSpreads("_CarPaint2_CTSpreads", Vector) = (1,1,1,1) + // GUI inspector only - saves state in material meta, read back from SetupMaterialKeywordsAndPass + //[Enum(Off, 0, From Ambient Occlusion, 1, From Bent Normals, 2)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 + [Enum(Off, 0, From Ambient Occlusion, 1)] _SpecularOcclusionMode("Specular Occlusion Mode", Int) = 1 + [ToggleUI] _UseShadowThreshold("_UseShadowThreshold", Float) = 0.0 [ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0 _AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 @@ -101,6 +124,10 @@ Shader "HDRP/AxF" [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 // This is for the editor only, see BaseLitUI.cs: _DoubleSidedConstants will be set based on the mode. [HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) + [ToggleUI] _EnableGeometricSpecularAA("EnableGeometricSpecularAA", Float) = 0.0 + _SpecularAAScreenSpaceVariance("SpecularAAScreenSpaceVariance", Range(0.0, 1.0)) = 0.1 + _SpecularAAThreshold("SpecularAAThreshold", Range(0.0, 1.0)) = 0.2 + // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. @@ -122,18 +149,25 @@ Shader "HDRP/AxF" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //------------------------------------------------------------------------------------- // Variant //------------------------------------------------------------------------------------- #pragma shader_feature_local _AXF_BRDF_TYPE_SVBRDF _AXF_BRDF_TYPE_CAR_PAINT _AXF_BRDF_TYPE_BTF + #pragma shader_feature_local _ _SPECULAR_OCCLUSION_NONE //_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP + + #pragma shader_feature_local _ _MAPPING_PLANAR _MAPPING_TRIPLANAR + #pragma shader_feature_local _ _REQUIRE_UV1 _REQUIRE_UV2 _REQUIRE_UV3 + #pragma shader_feature_local _ _PLANAR_LOCAL + #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DOUBLESIDED_ON #pragma shader_feature_local _DISABLE_DECALS #pragma shader_feature_local _DISABLE_SSR + #pragma shader_feature_local _ENABLE_GEOMETRIC_SPECULAR_AA #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl index 2a9e98df610..8c603b0017a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFData.hlsl @@ -1,10 +1,429 @@ +//------------------------------------------------------------------------------------- +// Defines +//------------------------------------------------------------------------------------- +// Gradients are now required: +#define SURFACE_GRADIENT // Note: this affects Material/MaterialUtilities.hlsl's GetNormalWS() and makes it expect a surface gradient. + +//to test #define FLAKES_TILE_BEFORE_SCALE +#define AXF_REUSE_SCREEN_DDXDDY +// ...ie use _GRAD sampling for everything and calculate those only one time: +// offset doesn't change derivatives, and scales just scales them, so we can cache them. + +// The compiler can't unroll the lightloop if flakes are sampled inside it, so we need to cache either LOD +// or derivatives. We prefer the later, as the CalculateLevelOfDetail will not work when anisotropic filtering +// is used, and AxF materials textures often have trilinear filtering set. +#define FLAKES_USE_DDXDDY + +#define AXF_USES_RG_NORMAL_MAPS // else, RGB + //------------------------------------------------------------------------------------- // Fill SurfaceData/Builtin data function //------------------------------------------------------------------------------------- +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/SampleUVMapping.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalUtilities.hlsl" +//----------------------------------------------------------------------------- +// Texture Mapping +//----------------------------------------------------------------------------- +#ifdef AXF_USES_RG_NORMAL_MAPS +#define AXF_DERIVATIVE_NORMAL UnpackDerivativeNormalRGorAG +#else +#define AXF_DERIVATIVE_NORMAL UnpackDerivativeNormalRGB +#endif + +// Note: the scaling _Material_SO.xy should already be in texuv, but NOT the bias. +#define AXF_TRANSFORM_TEXUV_BYNAME(texuv, name) ((texuv.xy) * name##_SO.xy + name##_SO.zw + _Material_SO.zw) +#define AXF_GET_SINGE_SCALE_OFFSET(name) (name##_SO) +#define AXF_TRANSFORM_TEXUV(texuv, scaleOffset) ((texuv.xy) * scaleOffset.xy + scaleOffset.zw + _Material_SO.zw) + +// Note: the scaling _Material_SO.xy should already be in ddx and ddy: +#define AXF_SCALE_DDXDDY_BYNAME(vddx, name) ((vddx) * (name##_SO.xy)) + +#if 0 +#define DDX(param) ddx_fine(param) +#define DDY(param) ddy_fine(param) +#else +#define DDX(param) ddx(param) +#define DDY(param) ddy(param) +#endif + +struct TextureUVMapping +{ +#ifdef _MAPPING_TRIPLANAR + float2 uvZY; + float2 uvXZ; + float2 uvXY; + float3 triplanarWeights; + float2 ddxZY; + float2 ddyZY; + float2 ddxXZ; + float2 ddyXZ; + float2 ddxXY; + float2 ddyXY; +#else + float2 uvBase; // uv0..uv3 or a planar set (ZY, XZ or XY) + float2 ddxBase; + float2 ddyBase; +#endif + + float3 vertexNormalWS; + float3 vertexTangentWS; + float3 vertexBitangentWS; +}; + +void InitTextureUVMapping(FragInputs input, out TextureUVMapping uvMapping) +{ + float2 uvZY; + float2 uvXZ; + float2 uvXY; + float2 uv3 = 0; + + // Set uv* variables above: they will contain a set of uv0...3 or a planar set: +#if (defined(_MAPPING_PLANAR) || defined(_MAPPING_TRIPLANAR)) + // planar/triplanar + uv3 = 0; + +#ifdef _PLANAR_LOCAL + // If we use local planar mapping, convert to local space + GetTriplanarCoordinate(TransformWorldToObject(input.positionRWS), uvXZ, uvXY, uvZY); +#else + GetTriplanarCoordinate(GetAbsolutePositionWS(input.positionRWS), uvXZ, uvXY, uvZY); +#endif + + // Note: if only planar mapping is selected, we don't apply AxF main material tiling scale here, + // we select one set with _MappingMask into the uvBase and scale that. + +#ifdef _MAPPING_TRIPLANAR + // In that case, we will need to store the 3 sets of planar coordinates: + // (Apply AxF's main material tiling scale also) + uvMapping.uvZY = uvZY * _Material_SO.xy; + uvMapping.uvXZ = uvXZ * _Material_SO.xy; + uvMapping.uvXY = uvXY * _Material_SO.xy; + + uvMapping.ddxZY = DDX(uvMapping.uvZY); + uvMapping.ddyZY = DDY(uvMapping.uvZY); + uvMapping.ddxXZ = DDX(uvMapping.uvXZ); + uvMapping.ddyXZ = DDY(uvMapping.uvXZ); + uvMapping.ddxXY = DDX(uvMapping.uvXY); + uvMapping.ddyXY = DDY(uvMapping.uvXY); + +#endif + +#else // #if (defined(_MAPPING_PLANAR) || defined(_MAPPING_TRIPLANAR)) + + // No planar and no triplanar: uvZY will alias uv0, uvXZ uv1 and uvXY uv2 and _MappingMask will select one: + uv3 = input.texCoord3.xy; + uvZY = input.texCoord0.xy; + uvXZ = input.texCoord1.xy; + uvXY = input.texCoord2.xy; +#endif // #if (defined(_MAPPING_PLANAR) || defined(_MAPPING_TRIPLANAR)) + + // Set uvBase if not triplanar from the uv* variables above +#ifndef _MAPPING_TRIPLANAR + // No triplanar: uvBase will store the selected single uv or planar coordinate set using _MappingMask: + uvMapping.uvBase = _MappingMask.x * uvZY + // texCoord0 if no planar + _MappingMask.y * uvXZ + // texCoord1 if no planar + _MappingMask.z * uvXY + // texCoord2 if no planar + _MappingMask.w * uv3; // _MappingMask.w should be 0 anyway if planar, but we force uv3 to 0 + + // Apply AxF's main material tiling scale: + uvMapping.uvBase *= _Material_SO.xy; + + uvMapping.ddxBase = DDX(uvMapping.uvBase); + uvMapping.ddyBase = DDY(uvMapping.uvBase); + +#endif + + // Calculate triplanar weights, interpreting "local planar space" for coordinates + // as applying to the normal (used for weighting the samples fetched from those planar coords) also. +#ifdef _MAPPING_TRIPLANAR + float3 vertexNormal = input.tangentToWorld[2].xyz; +#ifdef _PLANAR_LOCAL + // If we use local planar mapping, convert to local space + vertexNormal = TransformWorldToObjectDir(vertexNormal); +#endif + uvMapping.triplanarWeights = ComputeTriplanarWeights(vertexNormal); +#endif + + // Use surface gradients to build an extra TBN is using anything other than UV0 + // Otherwise, use the vertex stage provided TBN as default: + + float3 vertexNormalWS = input.tangentToWorld[2]; + uvMapping.vertexNormalWS = vertexNormalWS; + uvMapping.vertexTangentWS = input.tangentToWorld[0]; + uvMapping.vertexBitangentWS = input.tangentToWorld[1]; + +#if (defined(_REQUIRE_UV1)||defined(_REQUIRE_UV2)||defined(_REQUIRE_UV3)) + float3 dPdx = ddx_fine(input.positionRWS); + float3 dPdy = ddy_fine(input.positionRWS); + + float3 sigmaX = dPdx - dot(dPdx, vertexNormalWS) * vertexNormalWS; + float3 sigmaY = dPdy - dot(dPdy, vertexNormalWS) * vertexNormalWS; + //float flipSign = dot(sigmaY, cross(vertexNormalWS, sigmaX) ) ? -1.0 : 1.0; + float flipSign = dot(dPdy, cross(vertexNormalWS, dPdx)) < 0.0 ? -1.0 : 1.0; // gives same as the commented out line above + +#if defined(_REQUIRE_UV1) + SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord1.xy, uvMapping.vertexTangentWS, uvMapping.vertexBitangentWS); +#elif defined(_REQUIRE_UV2) + SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord2.xy, uvMapping.vertexTangentWS, uvMapping.vertexBitangentWS); +#elif defined(_REQUIRE_UV3) + SurfaceGradientGenBasisTB(vertexNormalWS, sigmaX, sigmaY, flipSign, input.texCoord3.xy, uvMapping.vertexTangentWS, uvMapping.vertexBitangentWS); +#endif +#endif //#if (defined(_REQUIRE_UV1)||defined(_REQUIRE_UV2)||defined(_REQUIRE_UV3)) +} + +// Make sure lodBiasOrGrad is used statically! +// +#define AXF_SAMPLE_USE_LOD 1 +#define AXF_SAMPLE_USE_BIAS 2 +#define AXF_SAMPLE_USE_GRAD 3 + +// Note that scaleOffset are the texture specific ones, not the main material ones! +float4 AxfSampleTexture2D(TEXTURE2D_PARAM(textureName, samplerName), float4 scaleOffset, TextureUVMapping uvMapping, + int lodBiasOrGrad = 0, float3 lodOrBias = 0, float3x2 triDdx = (float3x2)0, float3x2 triDdy = (float3x2)0) +{ + bool useLod = lodBiasOrGrad == 1; + bool useBias = lodBiasOrGrad == 2; + bool useGrad = lodBiasOrGrad == 3; + bool useCachedDdxDdy = false; +#ifdef AXF_REUSE_SCREEN_DDXDDY + useCachedDdxDdy = false; +#endif + +#ifdef _MAPPING_TRIPLANAR + float4 val = 0; + + val += uvMapping.triplanarWeights.x + * ( useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), lodOrBias.x) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), lodOrBias.x) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), triDdx[0], triDdy[0]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), scaleOffset.xy * uvMapping.ddxZY, scaleOffset.xy * uvMapping.ddyZY) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset)) ); + val += uvMapping.triplanarWeights.y + * ( useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), lodOrBias.y) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), lodOrBias.y) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), triDdx[1], triDdy[1]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), scaleOffset.xy * uvMapping.ddxXZ, scaleOffset.xy * uvMapping.ddyXZ) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset)) ); + val += uvMapping.triplanarWeights.z + * ( useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), lodOrBias.z) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), lodOrBias.z) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), triDdx[2], triDdy[2]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), scaleOffset.xy * uvMapping.ddxXY, scaleOffset.xy * uvMapping.ddyXY) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset)) ); + + return val; +#else + return useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), lodOrBias.x) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), lodOrBias.x) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), triDdx[0], triDdy[0]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), scaleOffset.xy * uvMapping.ddxBase, scaleOffset.xy * uvMapping.ddyBase) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset)); +#endif +} + +// Normal map sampling requires special care especially for triplanar, we will use gradients for that. +// Also, AxF normal maps are encoded on 3 channels (xyz) but are still tangent space. +// Make sure useLod is used statically! +// Note that scaleOffset are the texture specific ones, not the main material ones! +float3 AxFSampleTexture2DNormalAsSurfaceGrad(TEXTURE2D_PARAM(textureName, samplerName), float4 scaleOffset, TextureUVMapping uvMapping, + int lodBiasOrGrad = 0, float3 lodOrBias = 0, float3x2 triDdx = (float3x2)0, float3x2 triDdy = (float3x2)0) +{ + float scale = 1.0; + bool useLod = lodBiasOrGrad == 1; + bool useBias = lodBiasOrGrad == 2; + bool useGrad = lodBiasOrGrad == 3; + bool useCachedDdxDdy = false; +#ifdef AXF_REUSE_SCREEN_DDXDDY + useCachedDdxDdy = true; +#endif + +#ifdef _MAPPING_TRIPLANAR + + float2 derivXplane; + float2 derivYPlane; + float2 derivZPlane; + float4 packedNormal; + derivXplane = derivYPlane = derivZPlane = float2(0.0, 0.0); + + // UnpackDerivativeNormalRGB will unpack an RGB tangent space normal map and output a corresponding height map gradient + // (We will sum those to get a volume gradient and from it a surface gradient (and/or a final normal). Both have 3 coordinates) + + packedNormal = useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), lodOrBias.x) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), lodOrBias.x) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), triDdx[0], triDdy[0]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset), scaleOffset.xy * uvMapping.ddxZY, scaleOffset.xy * uvMapping.ddyZY) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvZY, scaleOffset)); + derivXplane = uvMapping.triplanarWeights.x * AXF_DERIVATIVE_NORMAL(packedNormal, scale); + + packedNormal = useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), lodOrBias.y) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), lodOrBias.y) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), triDdx[1], triDdy[1]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset), scaleOffset.xy * uvMapping.ddxXZ, scaleOffset.xy * uvMapping.ddyXZ) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXZ, scaleOffset)); + derivYPlane = uvMapping.triplanarWeights.y * AXF_DERIVATIVE_NORMAL(packedNormal, scale); + + packedNormal = useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), lodOrBias.z) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), lodOrBias.z) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), triDdx[2], triDdy[2]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset), scaleOffset.xy * uvMapping.ddxXY, scaleOffset.xy * uvMapping.ddyXY) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvXY, scaleOffset)); + derivZPlane = uvMapping.triplanarWeights.z * AXF_DERIVATIVE_NORMAL(packedNormal, scale); + + // Important note! See SurfaceGradientFromTriplanarProjection: + // Tiling scales should NOT be negative! + + // Assume derivXplane, derivYPlane and derivZPlane sampled using (z,y), (z,x) and (x,y) respectively. + float3 volumeGrad = float3(derivZPlane.x + derivYPlane.y, derivZPlane.y + derivXplane.y, derivXplane.x + derivYPlane.x); + float3 surfaceGrad = SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad); + + // We don't need to process further operation on the gradient, but we dont resolve it to a normal immediately: + // ie by doing return SurfaceGradientResolveNormal(uvMapping.vertexNormalWS, surfaceGrad); + // This is because we use GetNormalWS() later which with #define SURFACE_GRADIENT, expects a surface gradient. + return surfaceGrad; + +#else + // No triplanar: in that case, just sample the texture, but also unpacks it as a surface gradient! See comment above + + float4 packedNormal = useLod ? SAMPLE_TEXTURE2D_LOD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), lodOrBias.x) + : useBias ? SAMPLE_TEXTURE2D_BIAS(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), lodOrBias.x) + : useGrad ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), triDdx[0], triDdy[0]) + : useCachedDdxDdy ? SAMPLE_TEXTURE2D_GRAD(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset), scaleOffset.xy * uvMapping.ddxBase, scaleOffset.xy * uvMapping.ddyBase) + : SAMPLE_TEXTURE2D(textureName, samplerName, AXF_TRANSFORM_TEXUV(uvMapping.uvBase, scaleOffset)); + float2 deriv = AXF_DERIVATIVE_NORMAL(packedNormal, scale); + +#ifndef _MAPPING_PLANAR + // No planar mapping, in that case, just use the generated (or simply cached if using uv0) TBN: + return SurfaceGradientFromTBN(deriv, uvMapping.vertexTangentWS, uvMapping.vertexBitangentWS); +#else + float3 volumeGrad; + + // We will use the mapping selector mask to know which plane we used. + // This allows us to properly build the volume gradient: + if (_MappingMask.x == 1.0) // uvZY + volumeGrad = float3(0.0, deriv.y, deriv.x); + else if (_MappingMask.y == 1.0) // uvXZ + volumeGrad = float3(deriv.y, 0.0, deriv.x); + else if (_MappingMask.z == 1.0) // uvXY + volumeGrad = float3(deriv.x, deriv.y, 0.0); + + return SurfaceGradientFromVolumeGradient(uvMapping.vertexNormalWS, volumeGrad); +#endif // if not _MAPPING_PLANAR +#endif // if triplanar. +} + +#define AXF_SAMPLE_TEXTURE2D(name, uvMapping) AxfSampleTexture2D(name, sampler##name, name##_SO, uvMapping) +#define AXF_SAMPLE_SMP_TEXTURE2D(name, samplername, uvMapping) AxfSampleTexture2D(name, samplername, name##_SO, uvMapping) +#define AXF_SAMPLE_SMP_TEXTURE2D_LOD(name, samplername, lod, uvMapping) AxfSampleTexture2D(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_LOD, lod) +#define AXF_SAMPLE_SMP_TEXTURE2D_BIAS(name, samplername, bias, uvMapping) AxfSampleTexture2D(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_BIAS, bias) + +#ifdef _MAPPING_TRIPLANAR +#define AXF_SAMPLE_SMP_TEXTURE2D_GRAD(name, samplername, triddx, triddy, uvMapping) AxfSampleTexture2D(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_GRAD, /*unused*/(float3)0, triddx, triddy) +#else +#define AXF_SAMPLE_SMP_TEXTURE2D_GRAD(name, samplername, vddx, vddy, uvMapping) AxfSampleTexture2D(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_GRAD, /*unused*/(float3)0, float3x2(vddx, (float2)0, (float2)0), float3x2(vddy, (float2)0, (float2)0)) +#endif + +#define AXF_SAMPLE_TEXTURE2D_NORMAL_AS_GRAD(name, uvMapping) AxFSampleTexture2DNormalAsSurfaceGrad(name, sampler##name, name##_SO, uvMapping) +#define AXF_SAMPLE_SMP_TEXTURE2D_NORMAL_AS_GRAD(name, samplername, uvMapping) AxFSampleTexture2DNormalAsSurfaceGrad(name, samplername, name##_SO, uvMapping) +#define AXF_SAMPLE_SMP_TEXTURE2D_LOD_NORMAL_AS_GRAD(name, samplername, lod, uvMapping) AxFSampleTexture2DNormalAsSurfaceGrad(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_LOD, lod) +#define AXF_SAMPLE_SMP_TEXTURE2D_BIAS_NORMAL_AS_GRAD(name, samplername, bias, uvMapping) AxFSampleTexture2DNormalAsSurfaceGrad(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_BIAS, bias) + +#ifdef _MAPPING_TRIPLANAR +#define AXF_SAMPLE_SMP_TEXTURE2D_GRAD_NORMAL_AS_GRAD(name, samplername, triddx, triddy, uvMapping) AxFSampleTexture2DNormalAsSurfaceGrad(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_GRAD, /*unused*/(float3)0, triddx, triddy) +#else +#define AXF_SAMPLE_SMP_TEXTURE2D_GRAD_NORMAL_AS_GRAD(name, samplername, vddx, vddy, uvMapping) AxFSampleTexture2DNormalAsSurfaceGrad(name, samplername, name##_SO, uvMapping, /*lodBiasOrGrad*/ AXF_SAMPLE_USE_GRAD, /*unused*/(float3)0, float3x2(vddx, (float2)0, (float2)0), float3x2(vddy, (float2)0, (float2)0)) +#endif + + +float2 TileFlakesUV(float2 flakesUV) +{ + // Create mirrored UVs to hide flakes tiling + // TODO_FLAKES: this isn't tiling! + if ((int(flakesUV.y) & 1) == 0) + flakesUV.x += 0.5; + else if ((uint(1000.0 + flakesUV.x) % 3) == 0) + flakesUV.y = 1.0 - flakesUV.y; + else + flakesUV.x = 1.0 - flakesUV.x; + + return flakesUV; +} + + +void SetFlakesSurfaceData(TextureUVMapping uvMapping, inout SurfaceData surfaceData) +{ + surfaceData.flakesDdxZY = surfaceData.flakesDdyZY = surfaceData.flakesDdxXZ = surfaceData.flakesDdyXZ = + surfaceData.flakesDdxXY = surfaceData.flakesDdyXY = 0; + +#ifdef _MAPPING_TRIPLANAR + float2 uv; + + uv = AXF_TRANSFORM_TEXUV_BYNAME(uvMapping.uvZY, _CarPaint2_BTFFlakeMap); + surfaceData.flakesMipLevelZY = CALCULATE_TEXTURE2D_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, uv); +#ifndef FLAKES_TILE_BEFORE_SCALE + surfaceData.flakesUVZY = TileFlakesUV(uv); +#else + surfaceData.flakesUVZY = AXF_TRANSFORM_TEXUV_BYNAME(TileFlakesUV(uvMapping.uvZY), _CarPaint2_BTFFlakeMap); +#endif + + uv = AXF_TRANSFORM_TEXUV_BYNAME(uvMapping.uvXZ, _CarPaint2_BTFFlakeMap); + surfaceData.flakesMipLevelXZ = CALCULATE_TEXTURE2D_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, uv); +#ifndef FLAKES_TILE_BEFORE_SCALE + surfaceData.flakesUVXZ = TileFlakesUV(uv); +#else + surfaceData.flakesUVXZ = AXF_TRANSFORM_TEXUV_BYNAME(TileFlakesUV(uvMapping.uvXZ), _CarPaint2_BTFFlakeMap); +#endif + + uv = AXF_TRANSFORM_TEXUV_BYNAME(uvMapping.uvXY, _CarPaint2_BTFFlakeMap); + surfaceData.flakesMipLevelXY = CALCULATE_TEXTURE2D_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, uv); +#ifndef FLAKES_TILE_BEFORE_SCALE + surfaceData.flakesUVXY = TileFlakesUV(uv); +#else + surfaceData.flakesUVXY = AXF_TRANSFORM_TEXUV_BYNAME(TileFlakesUV(uvMapping.uvXY), _CarPaint2_BTFFlakeMap); +#endif + + surfaceData.flakesTriplanarWeights = uvMapping.triplanarWeights; + +#ifdef FLAKES_USE_DDXDDY + // Filling surfaceData.flakesDdx* to nonzero values will automatically ignore surfaceData.flakesMipLevel* + // and the compiler will optimize them out (see SampleFlakes in AxF.hlsl) + surfaceData.flakesDdxZY = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddxZY, _CarPaint2_BTFFlakeMap); + surfaceData.flakesDdyZY = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddyZY, _CarPaint2_BTFFlakeMap); + surfaceData.flakesDdxXZ = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddxXZ, _CarPaint2_BTFFlakeMap); + surfaceData.flakesDdyXZ = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddyXZ, _CarPaint2_BTFFlakeMap); + surfaceData.flakesDdxXY = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddxXY, _CarPaint2_BTFFlakeMap); + surfaceData.flakesDdyXY = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddyXY, _CarPaint2_BTFFlakeMap); +#endif + +#else // TRIPLANAR + + float2 uv; + // NOTE: When not triplanar UVZY has one uv set or one planar coordinate set, + // and this planar coordinate set isn't necessarily ZY, we just reuse this field + // as a common one. + uv = AXF_TRANSFORM_TEXUV_BYNAME(uvMapping.uvBase, _CarPaint2_BTFFlakeMap); + surfaceData.flakesMipLevelZY = CALCULATE_TEXTURE2D_LOD(_CarPaint2_BTFFlakeMap, sampler_CarPaint2_BTFFlakeMap, uv); +#ifndef FLAKES_TILE_BEFORE_SCALE + surfaceData.flakesUVZY = TileFlakesUV(uv); +#else + surfaceData.flakesUVZY = AXF_TRANSFORM_TEXUV_BYNAME(TileFlakesUV(uvMapping.uvBase), _CarPaint2_BTFFlakeMap); +#endif + +#ifdef FLAKES_USE_DDXDDY + // Filling surfaceData.flakesDdx* to nonzero values will automatically ignore surfaceData.flakesMipLevel* + // and the compiler will optimize them out (see SampleFlakes in AxF.hlsl) + surfaceData.flakesDdxZY = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddxBase, _CarPaint2_BTFFlakeMap); + surfaceData.flakesDdyZY = AXF_SCALE_DDXDDY_BYNAME(uvMapping.ddyBase, _CarPaint2_BTFFlakeMap); +#endif + + surfaceData.flakesUVXZ = surfaceData.flakesUVXY = 0; + surfaceData.flakesMipLevelXZ = surfaceData.flakesMipLevelXY = 0; + surfaceData.flakesTriplanarWeights = 0; +#endif +} + void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceData surfaceData) { #if defined(_AXF_BRDF_TYPE_SVBRDF) || defined(_AXF_BRDF_TYPE_CAR_PAINT) // Not implemented for BTF @@ -38,10 +457,36 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceDat surfaceData.specularLobe.x = PerceptualSmoothnessToRoughness(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.x) * decalSurfaceData.mask.w + decalSurfaceData.mask.z); surfaceData.specularLobe.y = PerceptualSmoothnessToRoughness(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.y) * decalSurfaceData.mask.w + decalSurfaceData.mask.z); +#ifdef _AXF_BRDF_TYPE_CAR_PAINT + surfaceData.specularLobe.z = PerceptualSmoothnessToRoughness(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.z) * decalSurfaceData.mask.w + decalSurfaceData.mask.z); +#endif } #endif } +bool HasPhongTypeBRDF() +{ + uint type = ((_SVBRDF_BRDFType >> 1) & 7); + return type == 1 || type == 4; +} + +float2 AxFGetRoughnessFromSpecularLobeTexture(float2 specularLobe) +{ + // For Blinn-Phong, AxF encodes specularLobe.xy as log2(shiniExp_xy) so + // shiniExp = exp2(abs(specularLobe.xy)) + // A good fit for a corresponding Beckmann roughness is + // roughnessBeckmann^2 = 2 /(shiniExp + 2) + // See eg + // http://graphicrants.blogspot.com/2013/08/specular-brdf-reference.html + // http://simonstechblog.blogspot.com/2011/12/microfacet-brdf.html + + // We thus have + // roughnessBeckmann = sqrt(2) * rsqrt(exp2(abs(specularLobe.xy)) + 2); + // shiniExp = 2 * rcp(max(0.0001,(roughnessBeckmann*roughnessBeckmann))) - 2; + + return (HasPhongTypeBRDF() ? (sqrt(2) * rsqrt(exp2(abs(specularLobe)) + 2)) : specularLobe); +} + void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs posInput, out SurfaceData surfaceData, out BuiltinData builtinData) { #ifdef _DOUBLESIDED_ON @@ -52,42 +497,66 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p ApplyDoubleSidedFlipOrMirror(input, doubleSidedConstants); // Apply double sided flip on the vertex normal - float2 UV0 = input.texCoord0.xy * float2(_MaterialTilingU, _MaterialTilingV); + // Note that in uvMapping, the main scaling _Material_SO.xy has been applied: + TextureUVMapping uvMapping; + InitTextureUVMapping(input, uvMapping); + ZERO_INITIALIZE(SurfaceData, surfaceData); + + float alpha = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_AlphaMap, sampler_SVBRDF_AlphaMap, uvMapping).x; + +#ifdef _ALPHATEST_ON + // TODOTODO: Move alpha test earlier and test. + float alphaCutoff = _AlphaCutoff; + + #if SHADERPASS == SHADERPASS_SHADOWS + GENERIC_ALPHA_TEST(alpha, _UseShadowThreshold ? _AlphaCutoffShadow : alphaCutoff); + #else + GENERIC_ALPHA_TEST(alpha, alphaCutoff); + #endif +#endif + + surfaceData.ambientOcclusion = 1.0; + surfaceData.specularOcclusion = 1.0; + surfaceData.specularLobe = 0; //----------------------------------------------------------------------------- // _AXF_BRDF_TYPE_SVBRDF //----------------------------------------------------------------------------- - float alpha = 1.0; - #ifdef _AXF_BRDF_TYPE_SVBRDF - surfaceData.diffuseColor = SAMPLE_TEXTURE2D(_SVBRDF_DiffuseColorMap, sampler_SVBRDF_DiffuseColorMap, UV0).xyz; - surfaceData.specularColor = SAMPLE_TEXTURE2D(_SVBRDF_SpecularColorMap, sampler_SVBRDF_SpecularColorMap, UV0).xyz; - surfaceData.specularLobe = _SVBRDF_SpecularLobeMapScale * SAMPLE_TEXTURE2D(_SVBRDF_SpecularLobeMap, sampler_SVBRDF_SpecularLobeMap, UV0).xy; + surfaceData.diffuseColor = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_DiffuseColorMap, sampler_SVBRDF_DiffuseColorMap, uvMapping).xyz; + surfaceData.specularColor = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_SpecularColorMap, sampler_SVBRDF_SpecularColorMap, uvMapping).xyz; + surfaceData.specularLobe.xy = _SVBRDF_SpecularLobeMapScale * AxFGetRoughnessFromSpecularLobeTexture( + AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_SpecularLobeMap, sampler_SVBRDF_SpecularLobeMap, uvMapping).xy); // The AxF models include both a general coloring term that they call "specular color" while the f0 is actually another term, // seemingly always scalar: - surfaceData.fresnelF0 = SAMPLE_TEXTURE2D(_SVBRDF_FresnelMap, sampler_SVBRDF_FresnelMap, UV0).x; - surfaceData.height_mm = SAMPLE_TEXTURE2D(_SVBRDF_HeightMap, sampler_SVBRDF_HeightMap, UV0).x * _SVBRDF_HeightMapMaxMM; + surfaceData.fresnelF0 = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_FresnelMap, sampler_SVBRDF_FresnelMap, uvMapping).x; + surfaceData.height_mm = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_HeightMap, sampler_SVBRDF_HeightMap, uvMapping).x * _SVBRDF_HeightMapMaxMM; // Our importer range remaps the [-HALF_PI, HALF_PI) range to [0,1). We map back here: - surfaceData.anisotropyAngle = HALF_PI * (2.0 * SAMPLE_TEXTURE2D(_SVBRDF_AnisoRotationMap, sampler_SVBRDF_AnisoRotationMap, UV0).x - 1.0); - surfaceData.clearcoatColor = SAMPLE_TEXTURE2D(_SVBRDF_ClearcoatColorMap, sampler_SVBRDF_ClearcoatColorMap, UV0).xyz; + surfaceData.anisotropyAngle = + HALF_PI * (2.0 * AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_AnisoRotationMap, sampler_SVBRDF_AnisoRotationMap, uvMapping).x - 1.0); + surfaceData.clearcoatColor = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_ClearcoatColorMap, sampler_SVBRDF_ClearcoatColorMap, uvMapping).xyz; + // The importer transforms the IOR to an f0, we map it back here as an IOR clamped under at 1.0 // TODO: if we're reusing float textures anyway, we shouldn't need the normalization that transforming to an f0 provides. - float clearcoatF0 = SAMPLE_TEXTURE2D(_SVBRDF_ClearcoatIORMap, sampler_SVBRDF_ClearcoatIORMap, UV0).x; + float clearcoatF0 = AXF_SAMPLE_SMP_TEXTURE2D(_SVBRDF_ClearcoatIORMap, sampler_SVBRDF_ClearcoatIORMap, uvMapping).x; float sqrtF0 = sqrt(clearcoatF0); surfaceData.clearcoatIOR = max(1.0, (1.0 + sqrtF0) / (1.00001 - sqrtF0)); // We make sure it's working for F0=1 + // // TBN - GetNormalWS(input, 2.0 * SAMPLE_TEXTURE2D(_SVBRDF_NormalMap, sampler_SVBRDF_NormalMap, UV0).xyz - 1.0, surfaceData.normalWS, doubleSidedConstants); - GetNormalWS(input, 2.0 * SAMPLE_TEXTURE2D(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, UV0).xyz - 1.0, surfaceData.clearcoatNormalWS, doubleSidedConstants); + // + // Note: since SURFACE_GRADIENT is enabled, resolve is done with input.tangentToWorld[2] in GetNormalWS(), + // and uvMapping uses that as vertexNormalWS. - alpha = SAMPLE_TEXTURE2D(_SVBRDF_AlphaMap, sampler_SVBRDF_AlphaMap, UV0).x; + //Normal sampling: + GetNormalWS(input, AXF_SAMPLE_SMP_TEXTURE2D_NORMAL_AS_GRAD(_SVBRDF_NormalMap, sampler_SVBRDF_NormalMap, uvMapping).xyz, surfaceData.normalWS, doubleSidedConstants); + GetNormalWS(input, AXF_SAMPLE_SMP_TEXTURE2D_NORMAL_AS_GRAD(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, uvMapping).xyz, surfaceData.clearcoatNormalWS, doubleSidedConstants); - // Useless for SVBRDF - surfaceData.flakesUV = input.texCoord0.xy; - surfaceData.flakesMipLevel = 0.0; + // Useless for SVBRDF, will be optimized out + //SetFlakesSurfaceData(uvMapping, surfaceData); //----------------------------------------------------------------------------- // _AXF_BRDF_TYPE_CAR_PAINT @@ -98,42 +567,54 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p surfaceData.diffuseColor = _CarPaint2_CTDiffuse; surfaceData.clearcoatIOR = max(1.001, _CarPaint2_ClearcoatIOR); // Can't be exactly 1 otherwise the precise fresnel divides by 0! - surfaceData.normalWS = input.tangentToWorld[2].xyz; - GetNormalWS(input, 2.0 * SAMPLE_TEXTURE2D(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, UV0).xyz - 1.0, surfaceData.clearcoatNormalWS, doubleSidedConstants); + surfaceData.specularLobe = _CarPaint2_CTSpreads.xyz; // We may want to modify these (eg for Specular AA) - // Create mirrored UVs to hide flakes tiling - surfaceData.flakesUV = _CarPaint2_FlakeTiling * UV0; - - surfaceData.flakesMipLevel = _CarPaint2_BTFFlakeMap.CalculateLevelOfDetail(sampler_CarPaint2_BTFFlakeMap, surfaceData.flakesUV); + surfaceData.normalWS = input.tangentToWorld[2].xyz; + GetNormalWS(input, AXF_SAMPLE_SMP_TEXTURE2D_NORMAL_AS_GRAD(_ClearcoatNormalMap, sampler_ClearcoatNormalMap, uvMapping).xyz, surfaceData.clearcoatNormalWS, doubleSidedConstants); - // TODO_FLAKES: this isn't really tiling - if ((int(surfaceData.flakesUV.y) & 1) == 0) - surfaceData.flakesUV.x += 0.5; - else if ((uint(1000.0 + surfaceData.flakesUV.x) % 3) == 0) - surfaceData.flakesUV.y = 1.0 - surfaceData.flakesUV.y; - else - surfaceData.flakesUV.x = 1.0 - surfaceData.flakesUV.x; + SetFlakesSurfaceData(uvMapping, surfaceData); // Useless for car paint BSDF surfaceData.specularColor = 0; - surfaceData.specularLobe = 0; surfaceData.fresnelF0 = 0; surfaceData.height_mm = 0; surfaceData.anisotropyAngle = 0; surfaceData.clearcoatColor = 0; #endif + // TODO + // Assume same xyz encoding for AxF bent normal as other normal maps. + //float3 bentNormalWS; + //GetNormalWS(input, 2.0 * SAMPLE_TEXTURE2D(_BentNormalMap, sampler_BentNormalMap, UV0).xyz - 1.0, bentNormalWS, doubleSidedConstants); + + float perceptualRoughness = RoughnessToPerceptualRoughness(GetScalarRoughness(surfaceData.specularLobe)); + + //TODO +//#if defined(_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP) + // Note: we use normalWS as it will always exist and be equal to clearcoatNormalWS if there's no coat + // (otherwise we do SO with the base lobe, might be wrong depending on way AO is computed, will be wrong either way with a single non-lobe specific value) + //surfaceData.specularOcclusion = GetSpecularOcclusionFromBentAO(V, bentNormalWS, surfaceData.normalWS, surfaceData.ambientOcclusion, perceptualRoughness); +//#endif +#if !defined(_SPECULAR_OCCLUSION_NONE) + surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, perceptualRoughness); +#endif + // Propagate the geometry normal surfaceData.geomNormalWS = input.tangentToWorld[2]; // Finalize tangent space - surfaceData.tangentWS = input.tangentToWorld[0]; + surfaceData.tangentWS = uvMapping.vertexTangentWS; + // TODOTODO: + // This is crappy: anisotropy rotation don't mix triplanar style like scalar values because of what it represents. That's why in HDRP we use + // tangent space tangent vector maps and triplanar sample those as we do normals in the surface gradients framework! + // Better to rebuild a gradient in the proper space from each rotation, combine those gradients as normals and resolve here. if (HasAnisotropy()) { float3 tangentTS = float3(1, 0, 0); // We will keep anisotropyAngle in surfaceData for now for debug info, register will be freed // anyway by the compiler (never used again after this) sincos(surfaceData.anisotropyAngle, tangentTS.y, tangentTS.x); + float3x3 tbn = float3x3(uvMapping.vertexTangentWS, uvMapping.vertexBitangentWS, uvMapping.vertexNormalWS); surfaceData.tangentWS = TransformTangentToWorld(tangentTS, input.tangentToWorld); } @@ -155,17 +636,15 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p // the handedness of the world space (tangentToWorld can be passed right handed while // Unity's WS is left handed, so this makes a difference here). -#ifdef _ALPHATEST_ON - // TODO: Move alpha test earlier and test. - float alphaCutoff = _AlphaCutoff; +#if defined(_ENABLE_GEOMETRIC_SPECULAR_AA) + // Specular AA for geometric curvature - #if SHADERPASS == SHADERPASS_SHADOWS - GENERIC_ALPHA_TEST(alpha, _UseShadowThreshold ? _AlphaCutoffShadow : alphaCutoff); - #else - GENERIC_ALPHA_TEST(alpha, alphaCutoff); - #endif + surfaceData.specularLobe.x = PerceptualSmoothnessToRoughness(GeometricNormalFiltering(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.x), input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold)); + surfaceData.specularLobe.y = PerceptualSmoothnessToRoughness(GeometricNormalFiltering(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.y), input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold)); +#if defined(_AXF_BRDF_TYPE_CAR_PAINT) + surfaceData.specularLobe.z = PerceptualSmoothnessToRoughness(GeometricNormalFiltering(RoughnessToPerceptualSmoothness(surfaceData.specularLobe.z), input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold)); +#endif #endif - #if defined(DEBUG_DISPLAY) if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl index 6f7a6527e3f..59d7ab2b016 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl @@ -51,8 +51,23 @@ SAMPLER(sampler_SVBRDF_ClearcoatIORMap); CBUFFER_START(UnityPerMaterial) - float _MaterialTilingU; // Size of the U range, in millimeters (currently used as UV scale factor) - float _MaterialTilingV; // Size of the V range, in millimeters (currently used as UV scale factor) + float4 _MappingMask; + + // Scale/Offsets: + float4 _Material_SO; // Main scale, TODO: scale - but not offset - could be moved to vertex shader and applied to uv0 + + float4 _SVBRDF_DiffuseColorMap_SO; + float4 _SVBRDF_SpecularColorMap_SO; + float4 _SVBRDF_NormalMap_SO; + float4 _SVBRDF_SpecularLobeMap_SO; + float4 _SVBRDF_AlphaMap_SO; + float4 _SVBRDF_FresnelMap_SO; + float4 _SVBRDF_AnisoRotationMap_SO; + float4 _SVBRDF_HeightMap_SO; + float4 _SVBRDF_ClearcoatColorMap_SO; + float4 _ClearcoatNormalMap_SO; + float4 _SVBRDF_ClearcoatIORMap_SO; + float4 _CarPaint2_BTFFlakeMap_SO; uint _Flags; // Bit 0 = Anisotropic. If true, specular lobe map contains 2 channels and the _AnisotropicRotationAngleMap needs to be read // Bit 1 = HasClearcoat. If true, the clearcoat must be applied. The _ClearcoatNormalMap must be valid and contain clearcoat normal data. @@ -94,7 +109,6 @@ CBUFFER_START(UnityPerMaterial) float4 _CarPaint2_CTSpreads; // Description of multi-lobes spread values // Flakes - float _CarPaint2_FlakeTiling; // Tiling factor for flakes uint _CarPaint2_FlakeMaxThetaI; // Maximum thetaI index uint _CarPaint2_FlakeNumThetaF; // Amount of thetaF entries (in litterature, that's called thetaH, the angle between the normal and the half vector) uint _CarPaint2_FlakeNumThetaI; // Amount of thetaI entries (in litterature, that's called thetaD, the angle between the light/view and the half vector) @@ -107,6 +121,11 @@ float _UseShadowThreshold; float _AlphaCutoffShadow; float4 _DoubleSidedConstants; +// Specular AA +float _EnableGeometricSpecularAA; +float _SpecularAAScreenSpaceVariance; +float _SpecularAAThreshold; + // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader index 7dd9d0637d1..5dddd6a2842 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_CookTorrance.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/PreIntegratedFGD_CookTorrance" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader index 71a688699fa..6fb76794379 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/PreIntegratedFGD_Ward.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/PreIntegratedFGD_Ward" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl index 41073524c16..54d1d63f832 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDepthPass.hlsl @@ -2,17 +2,60 @@ #error Undefine_SHADERPASS #endif -#ifdef _ALPHATEST_ON +// Attributes +#define REQUIRE_TANGENT_TO_WORLD defined(_PIXEL_DISPLACEMENT) +#define REQUIRE_NORMAL defined(TESSELLATION_ON) || REQUIRE_TANGENT_TO_WORLD || defined(_VERTEX_DISPLACEMENT) +#define REQUIRE_VERTEX_COLOR (defined(_VERTEX_DISPLACEMENT) || defined(_TESSELLATION_DISPLACEMENT) || (defined(LAYERED_LIT_SHADER) && (defined(_LAYER_MASK_VERTEX_COLOR_MUL) || defined(_LAYER_MASK_VERTEX_COLOR_ADD)))) + +// This first set of define allow to say which attributes will be use by the mesh in the vertex and domain shader (for tesselation) + +// Tesselation require normal +#if REQUIRE_NORMAL +#define ATTRIBUTES_NEED_NORMAL +#endif +#if REQUIRE_TANGENT_TO_WORLD +#define ATTRIBUTES_NEED_TANGENT +#endif +#if REQUIRE_VERTEX_COLOR +#define ATTRIBUTES_NEED_COLOR +#endif + +// About UV +// When UVX is present, we assume that UVX - 1 ... UV0 is present + +#if defined(_VERTEX_DISPLACEMENT) || REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) || defined(_TESSELLATION_DISPLACEMENT) #define ATTRIBUTES_NEED_TEXCOORD0 #define ATTRIBUTES_NEED_TEXCOORD1 + #if defined(_REQUIRE_UV2) || defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD2 + #endif + #if defined(_REQUIRE_UV3) + #define ATTRIBUTES_NEED_TEXCOORD3 + #endif +#endif +// Varying - Use for pixel shader +// This second set of define allow to say which varyings will be output in the vertex (no more tesselation) +#if REQUIRE_TANGENT_TO_WORLD +#define VARYINGS_NEED_TANGENT_TO_WORLD +#endif + +#if REQUIRE_TANGENT_TO_WORLD || defined(_ALPHATEST_ON) #define VARYINGS_NEED_POSITION_WS // Required to get view vector and to get planar/triplanar mapping working #define VARYINGS_NEED_TEXCOORD0 #define VARYINGS_NEED_TEXCOORD1 - + #ifdef ATTRIBUTES_NEED_TEXCOORD2 + #define VARYINGS_NEED_TEXCOORD2 + #endif + #ifdef ATTRIBUTES_NEED_TEXCOORD3 + #define VARYINGS_NEED_TEXCOORD3 + #endif + #ifdef ATTRIBUTES_NEED_COLOR + #define VARYINGS_NEED_COLOR + #endif #elif defined(LOD_FADE_CROSSFADE) #define VARYINGS_NEED_POSITION_WS // Required to get view vector use in cross fade effect -#endif //..._ALPHATEST_ON +#endif // This include will define the various Attributes/Varyings structure #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDistortionPass.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDistortionPass.hlsl deleted file mode 100644 index 12a2bc95f54..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDistortionPass.hlsl +++ /dev/null @@ -1,12 +0,0 @@ -#ifndef SHADERPASS -#error Undefine_SHADERPASS -#endif - -// NEWLITTODO : Handling of TESSELATION, DISPLACEMENT, HEIGHTMAP, WIND - -#define ATTRIBUTES_NEED_TEXCOORD0 - -#define VARYINGS_NEED_TEXCOORD0 - -// This include will define the various Attributes/Varyings structure -#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VaryingMesh.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDistortionPass.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDistortionPass.hlsl.meta deleted file mode 100644 index b32a9b2863e..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/AxF/ShaderPass/AxFDistortionPass.hlsl.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 7d97a7af62e578b4fa1b4a687f9c91a1 -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs index b047bb30299..377f3658cf7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs @@ -25,9 +25,9 @@ public struct BuiltinData // We would prefer to split lighting and material information but for performance reasons, // those lighting information are fill // at the same time than material information. - [SurfaceDataAttributes("Bake Diffuse Lighting", false, true, FieldPrecision.Real)] + [SurfaceDataAttributes("Baked Diffuse Lighting", false, true, FieldPrecision.Real)] public Vector3 bakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume - [SurfaceDataAttributes("Back Bake Diffuse Lighting", false, true, FieldPrecision.Real)] + [SurfaceDataAttributes("Back Baked Diffuse Lighting", false, true, FieldPrecision.Real)] public Vector3 backBakeDiffuseLighting; // This is the result of sampling lightmap/lightprobe/proxyvolume from the back for transmission // Use for float instead of vector4 to ease the debug (no performance impact) @@ -45,7 +45,7 @@ public struct BuiltinData public Vector3 emissiveColor; // These is required for motion blur and temporalAA - [SurfaceDataAttributes("MotionVector", precision = FieldPrecision.Real)] + [SurfaceDataAttributes("Motion Vector", precision = FieldPrecision.Real)] public Vector2 motionVector; // Distortion @@ -55,7 +55,7 @@ public struct BuiltinData public float distortionBlur; // Define the color buffer mipmap level to use // Misc - [SurfaceDataAttributes("RenderingLayers")] + [SurfaceDataAttributes("Rendering Layers")] public uint renderingLayers; [SurfaceDataAttributes("Depth Offset")] diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl index a40100d10ca..6c9cc02867d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl @@ -8,8 +8,8 @@ // UnityEngine.Rendering.HighDefinition.Builtin+BuiltinData: static fields // #define DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY (100) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING (101) -#define DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKE_DIFFUSE_LIGHTING (102) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_BAKED_DIFFUSE_LIGHTING (101) +#define DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKED_DIFFUSE_LIGHTING (102) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_0 (103) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_1 (104) #define DEBUGVIEW_BUILTIN_BUILTINDATA_SHADOWMASK_2 (105) @@ -58,11 +58,11 @@ void GetGeneratedBuiltinDataDebug(uint paramId, BuiltinData builtindata, inout f case DEBUGVIEW_BUILTIN_BUILTINDATA_OPACITY: result = builtindata.opacity.xxx; break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING: + case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKED_DIFFUSE_LIGHTING: result = builtindata.bakeDiffuseLighting; needLinearToSRGB = true; break; - case DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKE_DIFFUSE_LIGHTING: + case DEBUGVIEW_BUILTIN_BUILTINDATA_BACK_BAKED_DIFFUSE_LIGHTING: result = builtindata.backBakeDiffuseLighting; needLinearToSRGB = true; break; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl index ab5e84820fa..5c0b1fd9e2c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl @@ -69,7 +69,7 @@ void GetBuiltinDataDebug(uint paramId, BuiltinData builtinData, inout float3 res switch (paramId) { - case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKE_DIFFUSE_LIGHTING: + case DEBUGVIEW_BUILTIN_BUILTINDATA_BAKED_DIFFUSE_LIGHTING: // TODO: require a remap // TODO: we should not gamma correct, but easier to debug for now without correct high range value result = builtinData.bakeDiffuseLighting; needLinearToSRGB = true; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl index b598a26c339..f7aa4f6ae4a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/BuiltinUtilities.hlsl @@ -38,7 +38,8 @@ void InitBuiltinData(PositionInputs posInput, float alpha, float3 normalWS, floa builtinData.opacity = alpha; -#if RAYTRACING_ENABLED && (SHADERPASS == SHADERPASS_GBUFFER || SHADERPASS == SHADERPASS_FORWARD) + // We only want to read the screen space buffer that holds the indirect diffuse signal if this is not a transparent surface +#if RAYTRACING_ENABLED && (SHADERPASS == SHADERPASS_GBUFFER || SHADERPASS == SHADERPASS_FORWARD) && !defined(_SURFACE_TYPE_TRANSPARENT) if (_RaytracedIndirectDiffuse == 1) { #if SHADERPASS == SHADERPASS_GBUFFER @@ -104,8 +105,9 @@ void PostInitBuiltinData( float3 V, PositionInputs posInput, SurfaceData surfa { // Apply control from the indirect lighting volume settings - This is apply here so we don't affect emissive // color in case of lit deferred for example and avoid material to have to deal with it - builtinData.bakeDiffuseLighting *= _IndirectLightingMultiplier.x; - builtinData.backBakeDiffuseLighting *= _IndirectLightingMultiplier.x; + float multiplier = GetIndirectDiffuseMultiplier(builtinData.renderingLayers); + builtinData.bakeDiffuseLighting *= multiplier; + builtinData.backBakeDiffuseLighting *= multiplier; #ifdef MODIFY_BAKED_DIFFUSE_LIGHTING diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute index 8fcdee00a6a..123c78c621b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/ClearPropertyMaskBuffer.compute @@ -1,4 +1,4 @@ -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader index 97b81999057..7283396036d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.shader @@ -47,7 +47,7 @@ Shader "HDRP/Decal" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //#pragma enable_d3d11_debug_symbols //------------------------------------------------------------------------------------- diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader index 80d4f7d1895..5095638e184 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalNormalBuffer.shader @@ -11,7 +11,7 @@ Shader "Hidden/HDRP/Material/Decal/DecalNormalBuffer" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/Decal.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.Migration.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.Migration.cs index da2070093f2..4c7a4ede36a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.Migration.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.Migration.cs @@ -37,7 +37,7 @@ enum Version if (decal.m_Handle != null) DecalSystem.instance.RemoveDecal(decal.m_Handle); Matrix4x4 sizeOffset = Matrix4x4.Translate(decal.decalOffset) * Matrix4x4.Scale(decal.decalSize); - decal.m_Handle = DecalSystem.instance.AddDecal(decal.position, decal.rotation, Vector3.one, sizeOffset, decal.m_DrawDistance, decal.m_FadeScale, decal.uvScaleBias, decal.m_AffectsTransparency, decal.m_Material, decal.gameObject.layer, decal.m_FadeFactor); + decal.m_Handle = DecalSystem.instance.AddDecal(decal.position, decal.rotation, Vector3.one, sizeOffset, decal.m_DrawDistance, decal.m_FadeScale, decal.uvScaleBias, decal.m_AffectsTransparency, decal.m_Material, decal.gameObject.layer, decal.gameObject.sceneCullingMask, decal.m_FadeFactor); }), MigrationStep.New(Version.FixPivotPosition, (DecalProjector decal) => { @@ -69,7 +69,7 @@ enum Version if (decal.m_Handle != null) DecalSystem.instance.RemoveDecal(decal.m_Handle); Matrix4x4 sizeOffset = Matrix4x4.Translate(decal.decalOffset) * Matrix4x4.Scale(decal.decalSize); - decal.m_Handle = DecalSystem.instance.AddDecal(decal.position, decal.rotation, Vector3.one, sizeOffset, decal.m_DrawDistance, decal.m_FadeScale, decal.uvScaleBias, decal.m_AffectsTransparency, decal.m_Material, decal.gameObject.layer, decal.m_FadeFactor); + decal.m_Handle = DecalSystem.instance.AddDecal(decal.position, decal.rotation, Vector3.one, sizeOffset, decal.m_DrawDistance, decal.m_FadeScale, decal.uvScaleBias, decal.m_AffectsTransparency, decal.m_Material, decal.gameObject.layer, decal.gameObject.sceneCullingMask, decal.m_FadeFactor); }) ); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs index 4f2504252ed..fd399890cbf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProjector.cs @@ -212,7 +212,7 @@ internal DecalSystem.DecalHandle Handle } } - void OnEnable() + void InitMaterial() { if (m_Material == null) { @@ -223,6 +223,13 @@ void OnEnable() m_Material = null; #endif } + } + + void Reset() => InitMaterial(); + + void OnEnable() + { + InitMaterial(); if (m_Handle != null) { @@ -231,7 +238,7 @@ void OnEnable() } Matrix4x4 sizeOffset = Matrix4x4.Translate(decalOffset) * Matrix4x4.Scale(decalSize); - m_Handle = DecalSystem.instance.AddDecal(position, rotation, Vector3.one, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material, gameObject.layer, m_FadeFactor); + m_Handle = DecalSystem.instance.AddDecal(position, rotation, Vector3.one, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material, gameObject.layer, gameObject.sceneCullingMask, m_FadeFactor); m_OldMaterial = m_Material; #if UNITY_EDITOR @@ -253,7 +260,13 @@ void UpdateDecalVisibility() else if (m_Handle == null) { Matrix4x4 sizeOffset = Matrix4x4.Translate(decalOffset) * Matrix4x4.Scale(decalSize); - m_Handle = DecalSystem.instance.AddDecal(position, rotation, Vector3.one, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material, gameObject.layer, m_FadeFactor); + m_Handle = DecalSystem.instance.AddDecal(position, rotation, Vector3.one, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material, gameObject.layer, gameObject.sceneCullingMask, m_FadeFactor); + } + else + { + // Scene culling mask may have changed. + Matrix4x4 sizeOffset = Matrix4x4.Translate(decalOffset) * Matrix4x4.Scale(decalSize); + DecalSystem.instance.UpdateCachedData(position, rotation, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle, gameObject.layer, gameObject.sceneCullingMask, m_FadeFactor); } } #endif @@ -292,7 +305,7 @@ internal void OnValidate() if (m_Material != null) { - m_Handle = DecalSystem.instance.AddDecal(position, rotation, Vector3.one, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material, gameObject.layer, m_FadeFactor); + m_Handle = DecalSystem.instance.AddDecal(position, rotation, Vector3.one, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Material, gameObject.layer, gameObject.sceneCullingMask, m_FadeFactor); if (!DecalSystem.IsHDRenderPipelineDecal(m_Material.shader)) // non HDRP/decal shaders such as shader graph decal do not affect transparency { @@ -310,7 +323,7 @@ internal void OnValidate() } else // no material change, just update whatever else changed { - DecalSystem.instance.UpdateCachedData(position, rotation, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle, gameObject.layer, m_FadeFactor); + DecalSystem.instance.UpdateCachedData(position, rotation, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle, gameObject.layer, gameObject.sceneCullingMask, m_FadeFactor); } } } @@ -322,7 +335,7 @@ void Update() // only run in editor { Matrix4x4 sizeOffset = Matrix4x4.Translate(decalOffset) * Matrix4x4.Scale(decalSize); m_Layer = gameObject.layer; - DecalSystem.instance.UpdateCachedData(position, rotation, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle, gameObject.layer, m_FadeFactor); + DecalSystem.instance.UpdateCachedData(position, rotation, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle, gameObject.layer, gameObject.sceneCullingMask, m_FadeFactor); } } #endif @@ -334,7 +347,7 @@ void LateUpdate() if (transform.hasChanged == true) { Matrix4x4 sizeOffset = Matrix4x4.Translate(decalOffset) * Matrix4x4.Scale(decalSize); - DecalSystem.instance.UpdateCachedData(position, rotation, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle, gameObject.layer, m_FadeFactor); + DecalSystem.instance.UpdateCachedData(position, rotation, sizeOffset, m_DrawDistance, m_FadeScale, uvScaleBias, m_AffectsTransparency, m_Handle, gameObject.layer, gameObject.sceneCullingMask, m_FadeFactor); transform.hasChanged = false; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs index ceeed37afbd..55c80ef43a1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalSystem.cs @@ -422,7 +422,7 @@ private BoundingSphere GetDecalProjectBoundingSphere(Matrix4x4 decalToWorld) return res; } - public void UpdateCachedData(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, float fadeFactor) + public void UpdateCachedData(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, ulong sceneLayerMask, float fadeFactor) { int index = handle.m_Index; m_CachedDecalToWorld[index] = localToWorld * sizeOffset; @@ -448,19 +448,20 @@ public void UpdateCachedData(Matrix4x4 localToWorld, Quaternion rotation, Matrix m_CachedUVScaleBias[index] = uvScaleBias; m_CachedAffectsTransparency[index] = affectsTransparency; m_CachedLayerMask[index] = layerMask; + m_CachedSceneLayerMask[index] = sceneLayerMask; m_CachedFadeFactor[index] = fadeFactor; m_BoundingSpheres[index] = GetDecalProjectBoundingSphere(m_CachedDecalToWorld[index]); } - public void UpdateCachedData(Transform transform, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, float fadeFactor) + public void UpdateCachedData(Transform transform, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, ulong sceneLayerMask, float fadeFactor) { if (m_Material == null) return; - UpdateCachedData(transform.localToWorldMatrix, transform.rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, fadeFactor); + UpdateCachedData(transform.localToWorldMatrix, transform.rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, sceneLayerMask, fadeFactor); } - public DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, int materialID, int layerMask, float fadeFactor) + public DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, int materialID, int layerMask, ulong sceneLayerMask, float fadeFactor) { // increase array size if no space left if (m_DecalsCount == m_Handles.Length) @@ -473,6 +474,7 @@ public DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4 Vector4[] newCachedUVScaleBias = new Vector4[m_DecalsCount + kDecalBlockSize]; bool[] newCachedAffectsTransparency = new bool[m_DecalsCount + kDecalBlockSize]; int[] newCachedLayerMask = new int[m_DecalsCount + kDecalBlockSize]; + ulong[] newCachedSceneLayerMask = new ulong[m_DecalsCount + kDecalBlockSize]; float[] newCachedFadeFactor = new float[m_DecalsCount + kDecalBlockSize]; m_ResultIndices = new int[m_DecalsCount + kDecalBlockSize]; @@ -484,6 +486,7 @@ public DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4 m_CachedUVScaleBias.CopyTo(newCachedUVScaleBias, 0); m_CachedAffectsTransparency.CopyTo(newCachedAffectsTransparency, 0); m_CachedLayerMask.CopyTo(newCachedLayerMask, 0); + m_CachedSceneLayerMask.CopyTo(newCachedSceneLayerMask, 0); m_CachedFadeFactor.CopyTo(newCachedFadeFactor, 0); m_Handles = newHandles; @@ -494,12 +497,13 @@ public DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4 m_CachedUVScaleBias = newCachedUVScaleBias; m_CachedAffectsTransparency = newCachedAffectsTransparency; m_CachedLayerMask = newCachedLayerMask; + m_CachedSceneLayerMask = newCachedSceneLayerMask; m_CachedFadeFactor = newCachedFadeFactor; } DecalHandle decalHandle = new DecalHandle(m_DecalsCount, materialID); m_Handles[m_DecalsCount] = decalHandle; - UpdateCachedData(localToWorld, rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, decalHandle, layerMask, fadeFactor); + UpdateCachedData(localToWorld, rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, decalHandle, layerMask, sceneLayerMask, fadeFactor); m_DecalsCount++; return decalHandle; } @@ -520,6 +524,7 @@ public void RemoveDecal(DecalHandle handle) m_CachedUVScaleBias[removeAtIndex] = m_CachedUVScaleBias[m_DecalsCount - 1]; m_CachedAffectsTransparency[removeAtIndex] = m_CachedAffectsTransparency[m_DecalsCount - 1]; m_CachedLayerMask[removeAtIndex] = m_CachedLayerMask[m_DecalsCount - 1]; + m_CachedSceneLayerMask[removeAtIndex] = m_CachedSceneLayerMask[m_DecalsCount - 1]; m_CachedFadeFactor[removeAtIndex] = m_CachedFadeFactor[m_DecalsCount - 1]; m_DecalsCount--; handle.m_Index = kInvalidIndex; @@ -628,14 +633,23 @@ public void CreateDrawData() AssignCurrentBatches(ref decalToWorldBatch, ref normalToWorldBatch, batchCount); Vector3 cameraPos = instance.CurrentCamera.transform.position; - Matrix4x4 worldToView = HDRenderPipeline.WorldToCamera(instance.CurrentCamera); + var camera = instance.CurrentCamera; + Matrix4x4 worldToView = HDRenderPipeline.WorldToCamera(camera); bool perChannelMask = instance.perChannelMask; + int cullingMask = camera.cullingMask; + ulong sceneCullingMask = HDUtils.GetSceneCullingMaskFromCamera(camera); + for (int resultIndex = 0; resultIndex < m_NumResults; resultIndex++) { int decalIndex = m_ResultIndices[resultIndex]; - int cullingMask = instance.CurrentCamera.cullingMask; int decalMask = 1 << m_CachedLayerMask[decalIndex]; - if ((cullingMask & decalMask) != 0) + ulong decalSceneCullingMask = m_CachedSceneLayerMask[decalIndex]; + bool sceneViewCullingMaskTest = true; +#if UNITY_EDITOR + // In the player, both masks will be zero. Besides we don't want to pay the cost in this case. + sceneViewCullingMaskTest = (sceneCullingMask & decalSceneCullingMask) != 0; +#endif + if ((cullingMask & decalMask) != 0 && sceneViewCullingMaskTest) { // do additional culling based on individual decal draw distances float distanceToDecal = (cameraPos - m_BoundingSpheres[decalIndex].position).magnitude; @@ -783,7 +797,14 @@ public int DrawOrder { get { - return this.m_Material.GetInt("_DrawOrder"); + if (m_IsHDRenderPipelineDecal) + { + return this.m_Material.GetInt("_DrawOrder"); + } + else + { + return 0; + } } } @@ -817,6 +838,7 @@ public int MaskBlendMode private Vector4[] m_CachedUVScaleBias = new Vector4[kDecalBlockSize]; // xy - scale, zw bias private bool[] m_CachedAffectsTransparency = new bool[kDecalBlockSize]; private int[] m_CachedLayerMask = new int[kDecalBlockSize]; + private ulong[] m_CachedSceneLayerMask = new ulong[kDecalBlockSize]; private float[] m_CachedFadeFactor = new float[kDecalBlockSize]; private Material m_Material; private MaterialPropertyBlock m_PropertyBlock = new MaterialPropertyBlock(); @@ -878,7 +900,7 @@ void SetupMipStreamingSettings(Material material, bool allMips) } } - DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, Material material, int layerMask, float fadeFactor) + DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, Material material, int layerMask, ulong sceneLayerMask, float fadeFactor) { SetupMipStreamingSettings(material, true); @@ -889,18 +911,18 @@ DecalHandle AddDecal(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 size decalSet = new DecalSet(material); m_DecalSets.Add(key, decalSet); } - return decalSet.AddDecal(localToWorld, rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, key, layerMask, fadeFactor); + return decalSet.AddDecal(localToWorld, rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, key, layerMask, sceneLayerMask, fadeFactor); } - public DecalHandle AddDecal(Vector3 position, Quaternion rotation, Vector3 scale, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, Material material, int layerMask, float fadeFactor) + public DecalHandle AddDecal(Vector3 position, Quaternion rotation, Vector3 scale, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, Material material, int layerMask, ulong sceneLayerMask, float fadeFactor) { - return AddDecal(Matrix4x4.TRS(position, rotation, scale), rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, material, layerMask, fadeFactor); + return AddDecal(Matrix4x4.TRS(position, rotation, scale), rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, material, layerMask, sceneLayerMask, fadeFactor); } - public DecalHandle AddDecal(Transform transform, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, Material material, int layerMask, float fadeFactor) + public DecalHandle AddDecal(Transform transform, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, Material material, int layerMask, ulong sceneLayerMask, float fadeFactor) { - return AddDecal(transform.localToWorldMatrix, transform.rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, material, layerMask, fadeFactor); + return AddDecal(transform.localToWorldMatrix, transform.rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, material, layerMask, sceneLayerMask, fadeFactor); } public void RemoveDecal(DecalHandle handle) @@ -922,7 +944,7 @@ public void RemoveDecal(DecalHandle handle) } } - void UpdateCachedData(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, float fadeFactor) + void UpdateCachedData(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, ulong sceneLayerMask, float fadeFactor) { if (!DecalHandle.IsValid(handle)) return; @@ -931,18 +953,18 @@ void UpdateCachedData(Matrix4x4 localToWorld, Quaternion rotation, Matrix4x4 siz int key = handle.m_MaterialID; if (m_DecalSets.TryGetValue(key, out decalSet)) { - decalSet.UpdateCachedData(localToWorld, rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, fadeFactor); + decalSet.UpdateCachedData(localToWorld, rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, sceneLayerMask, fadeFactor); } } - public void UpdateCachedData(Vector3 position, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, float fadeFactor) + public void UpdateCachedData(Vector3 position, Quaternion rotation, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, ulong sceneLayerMask, float fadeFactor) { - UpdateCachedData(Matrix4x4.TRS(position, rotation, Vector3.one), rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, fadeFactor); + UpdateCachedData(Matrix4x4.TRS(position, rotation, Vector3.one), rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, sceneLayerMask, fadeFactor); } - public void UpdateCachedData(Transform transform, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, float fadeFactor) + public void UpdateCachedData(Transform transform, Matrix4x4 sizeOffset, float drawDistance, float fadeScale, Vector4 uvScaleBias, bool affectsTransparency, DecalHandle handle, int layerMask, ulong sceneLayerMask, float fadeFactor) { - UpdateCachedData(Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one)/*transform.localToWorldMatrix*/, transform.rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, fadeFactor); + UpdateCachedData(Matrix4x4.TRS(transform.position, transform.rotation, Vector3.one)/*transform.localToWorldMatrix*/, transform.rotation, sizeOffset, drawDistance, fadeScale, uvScaleBias, affectsTransparency, handle, layerMask, sceneLayerMask, fadeFactor); } public void BeginCull(CullRequest request) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.cs index 369edb2c47b..e6088f255b0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Eye/Eye.cs @@ -22,7 +22,7 @@ public enum MaterialFeatureFlags [GenerateHLSL(PackingRules.Exact, false, false, true, 1500)] public struct SurfaceData { - [SurfaceDataAttributes("MaterialFeatures")] + [SurfaceDataAttributes("Material Features")] public uint materialFeatures; // Standard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader index b8169c8ec66..d50d357565e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/CharlieConvolve.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/CharlieConvolve" HLSLPROGRAM #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.cs index 168dc9e90c0..c602b810c46 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/Fabric.cs @@ -25,7 +25,7 @@ public enum MaterialFeatureFlags [GenerateHLSL(PackingRules.Exact, false, false, true, 1300)] public struct SurfaceData { - [SurfaceDataAttributes("MaterialFeatures")] + [SurfaceDataAttributes("Material Features")] public uint materialFeatures; // Standard diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/IBLFilterCharlie.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/IBLFilterCharlie.cs index 307664fbc32..2c6a500e3f6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/IBLFilterCharlie.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Fabric/IBLFilterCharlie.cs @@ -40,9 +40,9 @@ void FilterCubemapCommon(CommandBuffer cmd, using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.FilterCubemapCharlie))) { int mipCount = 1 + (int)Mathf.Log(source.width, 2.0f); - if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1)) + if (mipCount < (int)EnvConstants.ConvolutionMipCount) { - Debug.LogWarning("RenderCubemapCharlieConvolution: Cubemap size is too small for Charlie convolution, needs at least " + ((int)EnvConstants.SpecCubeLodStep + 1) + " mip levels"); + Debug.LogWarning("RenderCubemapCharlieConvolution: Cubemap size is too small for Charlie convolution, needs at least " + (int)EnvConstants.ConvolutionMipCount + " mip levels"); return; } @@ -59,7 +59,7 @@ void FilterCubemapCommon(CommandBuffer cmd, props.SetTexture("_MainTex", source); props.SetFloat("_InvOmegaP", invOmegaP); - for (int mip = 0; mip < ((int)EnvConstants.SpecCubeLodStep + 1); ++mip) + for (int mip = 0; mip < (int)EnvConstants.ConvolutionMipCount; ++mip) { props.SetFloat("_Level", mip); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute index 82d9522cde7..489c6a09460 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/BuildProbabilityTables.compute @@ -8,7 +8,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch /* --- Input --- */ diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute index 35ee3556f23..d8445386ed7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/ComputeGgxIblSampleData.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #if defined(SHADER_API_MOBILE) || defined(SHADER_API_SWITCH) #define MAX_IBL_SAMPLE_CNT 34 @@ -11,7 +11,7 @@ #define MAX_IBL_SAMPLE_CNT 89 #endif -RWTexture2D output; // [MAX_SAMPLE_CNT x UNITY_SPECCUBE_LOD_STEPS] +RWTexture2D outputResult; // [MAX_SAMPLE_CNT x UNITY_SPECCUBE_LOD_STEPS] #pragma kernel ComputeGgxIblSampleData @@ -33,7 +33,7 @@ void ComputeGgxIblSampleData(uint3 groupThreadId : SV_GroupThreadID) if (sampleIndex >= sampleCount) { - output[texCoord] = float4(0, 0, 0, 0); + outputResult[texCoord] = float4(0, 0, 0, 0); return; } @@ -82,6 +82,6 @@ void ComputeGgxIblSampleData(uint3 groupThreadId : SV_GroupThreadID) float pdf = 0.25 * D_GGX(NdotH, roughness); float omegaS = rcp(sampleCount) * rcp(pdf); - output[texCoord] = float4(localL, omegaS); + outputResult[texCoord] = float4(localL, omegaS); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader index 585da0d6596..b549c305f12 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/GGXConvolve.shader @@ -13,7 +13,7 @@ Shader "Hidden/HDRP/GGXConvolve" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ USE_MIS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs index ce9bf59898d..5ef402930e4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/GGXConvolution/IBLFilterGGX.cs @@ -67,7 +67,7 @@ public override void Initialize(CommandBuffer cmd) void InitializeGgxIblSampleData(CommandBuffer cmd) { - m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "output", m_GgxIblSampleData); + m_ComputeGgxIblSampleDataCS.SetTexture(m_ComputeGgxIblSampleDataKernel, "outputResult", m_GgxIblSampleData); cmd.DispatchCompute(m_ComputeGgxIblSampleDataCS, m_ComputeGgxIblSampleDataKernel, 1, 1, 1); } @@ -84,9 +84,9 @@ void FilterCubemapCommon(CommandBuffer cmd, using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.FilterCubemapGGX))) { int mipCount = 1 + (int)Mathf.Log(source.width, 2.0f); - if (mipCount < ((int)EnvConstants.SpecCubeLodStep + 1)) + if (mipCount < (int)EnvConstants.ConvolutionMipCount) { - Debug.LogWarning("RenderCubemapGGXConvolution: Cubemap size is too small for GGX convolution, needs at least " + ((int)EnvConstants.SpecCubeLodStep + 1) + " mip levels"); + Debug.LogWarning("RenderCubemapGGXConvolution: Cubemap size is too small for GGX convolution, needs at least " + (int)EnvConstants.ConvolutionMipCount + " mip levels"); return; } @@ -111,7 +111,7 @@ void FilterCubemapCommon(CommandBuffer cmd, props.SetTexture("_MainTex", source); props.SetFloat("_InvOmegaP", invOmegaP); - for (int mip = 1; mip < ((int)EnvConstants.SpecCubeLodStep + 1); ++mip) + for (int mip = 1; mip < (int)EnvConstants.ConvolutionMipCount; ++mip) { props.SetFloat("_Level", mip); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.cs index 3da14b35c81..dfe960f625c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Hair/Hair.cs @@ -18,7 +18,7 @@ public enum MaterialFeatureFlags [GenerateHLSL(PackingRules.Exact, false, false, true, 1400)] public struct SurfaceData { - [SurfaceDataAttributes("MaterialFeatures")] + [SurfaceDataAttributes("Material Features")] public uint materialFeatures; [MaterialSharedPropertyMapping(MaterialSharedProperty.AmbientOcclusion)] @@ -46,7 +46,7 @@ public struct SurfaceData [SurfaceDataAttributes("Transmittance")] public Vector3 transmittance; - [SurfaceDataAttributes("RimTransmissionIntensity")] + [SurfaceDataAttributes("Rim Transmission Intensity")] public float rimTransmissionIntensity; // Anisotropic diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader index 6d17c387288..0e31addebf2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LTCAreaLight/FilterAreaLightCookies.shader @@ -2,7 +2,7 @@ Shader "CoreResources/FilterAreaLightCookies" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader index 6ade5446631..a9cac1fe65f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLit.shader @@ -369,7 +369,6 @@ Shader "HDRP/LayeredLit" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DEPTHOFFSET_ON @@ -460,10 +459,6 @@ Shader "HDRP/LayeredLit" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- @@ -532,6 +527,11 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + // Note: Require _ObjectId and _PassValue variables #define SHADERPASS SHADERPASS_DEPTH_ONLY @@ -557,7 +557,7 @@ Shader "HDRP/LayeredLit" Tags { "LightMode" = "GBuffer" } // This will be only for opaque object based on the RenderQueue index Cull [_CullMode] - ZTest[_ZTestGBuffer] + ZTest [_ZTestGBuffer] Stencil { @@ -569,6 +569,11 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -591,8 +596,8 @@ Shader "HDRP/LayeredLit" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" - #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassGBuffer.hlsl" #pragma vertex Vert #pragma fragment Frag @@ -611,6 +616,11 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -647,6 +657,12 @@ Shader "HDRP/LayeredLit" ZWrite On HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH @@ -682,6 +698,11 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -715,6 +736,11 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + // In deferred, depth only pass don't output anything. // In forward it output the normal buffer #pragma multi_compile _ WRITE_NORMAL_BUFFER @@ -760,6 +786,11 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -819,6 +850,8 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -862,6 +895,8 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -901,6 +936,8 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -936,6 +973,8 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY @@ -960,6 +999,8 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -992,6 +1033,8 @@ Shader "HDRP/LayeredLit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl index 0e352722687..1e00ee85b8b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitData.hlsl @@ -494,7 +494,7 @@ float4 GetBlendMask(LayerTexCoord layerTexCoord, float4 vertexColor, bool useLod // It also means that when using wind, users can't use vertex color to modulate the effect of influence from the main layer. float4 maskVertexColor = vertexColor; #if defined(_LAYER_MASK_VERTEX_COLOR_MUL) - blendMasks *= maskVertexColor; + blendMasks *= saturate(maskVertexColor); #elif defined(_LAYER_MASK_VERTEX_COLOR_ADD) blendMasks = saturate(blendMasks + maskVertexColor * 2.0 - 1.0); #endif @@ -658,9 +658,12 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p input.texCoord1 = ((_UVMappingMask0.y + _UVMappingMask1.y + _UVMappingMask2.y + _UVMappingMask3.y + _UVDetailsMappingMask0.y + _UVDetailsMappingMask1.y + _UVDetailsMappingMask2.y + _UVDetailsMappingMask3.y) > 0) ? input.texCoord1 : 0; #endif +// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD) +#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif +#endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; @@ -783,6 +786,18 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p bentNormalWS = surfaceData.normalWS; #endif +#if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING) + if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) + { + surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor); + surfaceData.metallic = 0; + } + + // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData + // as it can modify attribute use for static lighting + ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData); +#endif + // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if (defined(_BENTNORMALMAP0) || defined(_BENTNORMALMAP1) || defined(_BENTNORMALMAP2) || defined(_BENTNORMALMAP3)) && defined(_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP) @@ -802,18 +817,6 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold); #endif -#if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING) - if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) - { - surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base0.uv, _BaseColorMap0, _BaseColorMap0_TexelSize, _BaseColorMap0_MipInfo, surfaceData.baseColor); - surfaceData.metallic = 0; - } - - // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData - // as it can modify attribute use for static lighting - ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData); -#endif - GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData); RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl index b408f25a983..2be0e26e622 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitDataDisplacement.hlsl @@ -307,6 +307,15 @@ float3 ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexCo float height1 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap1, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base1, lod).r - _HeightCenter1) * _HeightAmplitude1; float height2 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap2, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base2, lod).r - _HeightCenter2) * _HeightAmplitude2; float height3 = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap3, SAMPLER_HEIGHTMAP_IDX, layerTexCoord.base3, lod).r - _HeightCenter3) * _HeightAmplitude3; + + // Scale by lod factor to ensure tessellated displacement influence is fully removed by the time we transition LODs +#if defined(LOD_FADE_CROSSFADE) && defined(_TESSELLATION_DISPLACEMENT) + height0 *= unity_LODFade.x; + height1 *= unity_LODFade.x; + height2 *= unity_LODFade.x; + height3 *= unity_LODFade.x; +#endif + // Height is affected by tiling property and by object scale (depends on option). // Apply scaling from tiling properties (TexWorldScale and tiling from BaseColor) ApplyDisplacementTileScale(height0, height1, height2, height3); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader index f3e4426c363..f78c798f205 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader @@ -379,7 +379,7 @@ Shader "HDRP/LayeredLitTessellation" HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma shader_feature_local _ALPHATEST_ON #pragma shader_feature_local _DEPTHOFFSET_ON diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.cs index e5db2dc20d3..3ec1640b95a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.cs @@ -29,7 +29,7 @@ public enum MaterialFeatureFlags [GenerateHLSL(PackingRules.Exact, false, false, true, 1000)] public struct SurfaceData { - [SurfaceDataAttributes("MaterialFeatures")] + [SurfaceDataAttributes("Material Features")] public uint materialFeatures; // Standard @@ -101,7 +101,7 @@ public struct SurfaceData public Vector3 transmittanceColor; [SurfaceDataAttributes("Transmittance Absorption Distance", precision = FieldPrecision.Real)] public float atDistance; - [SurfaceDataAttributes("Transmittance mask", precision = FieldPrecision.Real)] + [SurfaceDataAttributes("Transmittance Mask", precision = FieldPrecision.Real)] public float transmittanceMask; }; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl index d4dcfc77194..959efa32a01 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl @@ -195,11 +195,8 @@ float GetAmbientOcclusionForMicroShadowing(BSDFData bsdfData) { float sourceAO; #if (SHADERPASS == SHADERPASS_DEFERRED_LIGHTING) - // Note: In deferred pass we don't have space in GBuffer to store ambientOcclusion unless LIGHT_LAYERS is enabled - // so we use specularOcclusion instead - // The define LIGHT_LAYERS only exist for the GBuffer and the Forward pass. To avoid to add another - // variant to deferred.compute, we use dynamic branching instead with _EnableLightLayers. - sourceAO = _EnableLightLayers ? bsdfData.ambientOcclusion : bsdfData.specularOcclusion; + // Note: In deferred pass we don't have space in GBuffer to store ambientOcclusion so we use specularOcclusion instead + sourceAO = bsdfData.specularOcclusion; #else sourceAO = bsdfData.ambientOcclusion; #endif @@ -618,6 +615,22 @@ void EncodeIntoGBuffer( SurfaceData surfaceData // Note: no need to store MATERIALFEATUREFLAGS_LIT_STANDARD, always present outGBuffer2.a = PackFloatInt8bit(coatMask, materialFeatureId, 8); +#ifdef DEBUG_DISPLAY + if (_DebugLightingMode >= DEBUGLIGHTINGMODE_DIFFUSE_LIGHTING && _DebugLightingMode <= DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + // With deferred, Emissive is store in builtinData.bakeDiffuseLighting. If we ask for emissive lighting only + // then remove bakeDiffuseLighting part. + if (_DebugLightingMode == DEBUGLIGHTINGMODE_EMISSIVE_LIGHTING) + { + builtinData.bakeDiffuseLighting = real3(0.0, 0.0, 0.0); + } + else + { + builtinData.emissiveColor = real3(0.0, 0.0, 0.0); + } + } +#endif + // RT3 - 11f:11f:10f // In deferred we encode emissive color with bakeDiffuseLighting. We don't have the room to store emissiveColor. // It mean that any futher process that affect bakeDiffuseLighting will also affect emissiveColor, like SSAO for example. @@ -627,7 +640,8 @@ void EncodeIntoGBuffer( SurfaceData surfaceData outGBuffer3 *= GetCurrentExposureMultiplier(); #ifdef LIGHT_LAYERS - OUT_GBUFFER_LIGHT_LAYERS = float4(0.0, 0.0, 0.0, builtinData.renderingLayers / 255.0); + // Note: we need to mask out only 8bits of the layer mask before encoding it as otherwise any value > 255 will map to all layers active + OUT_GBUFFER_LIGHT_LAYERS = float4(0.0, 0.0, 0.0, (builtinData.renderingLayers & 0x000000FF) / 255.0); #endif #ifdef SHADOWS_SHADOWMASK @@ -1710,7 +1724,12 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, ApplyScreenSpaceReflectionWeight(ssrLighting); // TODO: we should multiply all indirect lighting by the FGD value only ONCE. - lighting.specularReflected = ssrLighting.rgb * preLightData.specularFGD; + // In case this material has a clear coat, we shou not be using the specularFGD. The condition for it is a combination + // of a materia feature and the coat mask. + float clampedNdotV = ClampNdotV(preLightData.NdotV); + lighting.specularReflected = ssrLighting.rgb * (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_CLEAR_COAT) ? + lerp(preLightData.specularFGD, F_Schlick(CLEAR_COAT_F0, clampedNdotV), bsdfData.coatMask) + : preLightData.specularFGD); reflectionHierarchyWeight = ssrLighting.a; return lighting; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader index 7b47f957f25..4a2b5895c0c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.shader @@ -227,7 +227,6 @@ Shader "HDRP/Lit" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch //------------------------------------------------------------------------------------- // Variant @@ -295,10 +294,6 @@ Shader "HDRP/Lit" // enable dithering LOD crossfade #pragma multi_compile _ LOD_FADE_CROSSFADE - //enable GPU instancing support - #pragma multi_compile_instancing - #pragma instancing_options renderinglayer - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- @@ -353,6 +348,11 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + // Note: Require _ObjectId and _PassValue variables // We reuse depth prepass for the scene selection, allow to handle alpha correctly as well as tessellation and vertex animation @@ -391,6 +391,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -434,6 +440,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -466,6 +478,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -499,6 +517,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + // In deferred, depth only pass don't output anything. // In forward it output the normal buffer #pragma multi_compile _ WRITE_NORMAL_BUFFER @@ -542,6 +566,13 @@ Shader "HDRP/Lit" ZWrite On HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ WRITE_NORMAL_BUFFER #pragma multi_compile _ WRITE_MSAA_DEPTH @@ -583,6 +614,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #define SHADERPASS SHADERPASS_DISTORTION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl" @@ -607,6 +644,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #define SHADERPASS SHADERPASS_DEPTH_ONLY #define CUTOFF_TRANSPARENT_DEPTH_PREPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" @@ -635,6 +678,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -701,6 +750,12 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #pragma multi_compile _ DEBUG_DISPLAY #pragma multi_compile _ LIGHTMAP_ON #pragma multi_compile _ DIRLIGHTMAP_COMBINED @@ -760,6 +815,13 @@ Shader "HDRP/Lit" ColorMask 0 HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma instancing_options renderinglayer + #define SHADERPASS SHADERPASS_DEPTH_ONLY #define CUTOFF_TRANSPARENT_DEPTH_POSTPASS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" @@ -785,6 +847,8 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -829,6 +893,8 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -869,6 +935,8 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -905,6 +973,8 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #define SHADERPASS SHADERPASS_RAYTRACING_VISIBILITY @@ -932,6 +1002,8 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY @@ -964,6 +1036,8 @@ Shader "HDRP/Lit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ DEBUG_DISPLAY diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl index b0687b2225a..4c5d0df93c7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl @@ -186,9 +186,12 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p input.texCoord1 = (_UVMappingMask.y + _UVDetailsMappingMask.y) > 0 ? input.texCoord1 : 0; #endif +// Don't dither if displaced tessellation (we're fading out the displacement instead to match the next LOD) +#if !defined(SHADER_STAGE_RAY_TRACING) && !defined(_TESSELLATION_DISPLACEMENT) #ifdef LOD_FADE_CROSSFADE // enable dithering LOD transition if user select CrossFade transition in LOD group LODDitheringTransition(ComputeFadeMaskSeed(V, posInput.positionSS), unity_LODFade.x); #endif +#endif #ifdef _DOUBLESIDED_ON float3 doubleSidedConstants = _DoubleSidedConstants.xyz; @@ -257,6 +260,18 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p bentNormalWS = surfaceData.normalWS; #endif +#if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING) + if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) + { + surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base.uv, _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor); + surfaceData.metallic = 0; + } + + // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData + // as it can modify attribute use for static lighting + ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData); +#endif + // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. // If user provide bent normal then we process a better term #if defined(_BENTNORMALMAP) && defined(_SPECULAR_OCCLUSION_FROM_BENT_NORMAL_MAP) @@ -279,18 +294,6 @@ void GetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInputs p surfaceData.perceptualSmoothness = GeometricNormalFiltering(surfaceData.perceptualSmoothness, input.tangentToWorld[2], _SpecularAAScreenSpaceVariance, _SpecularAAThreshold); #endif -#if defined(DEBUG_DISPLAY) && !defined(SHADER_STAGE_RAY_TRACING) - if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) - { - surfaceData.baseColor = GetTextureDataDebug(_DebugMipMapMode, layerTexCoord.base.uv, _BaseColorMap, _BaseColorMap_TexelSize, _BaseColorMap_MipInfo, surfaceData.baseColor); - surfaceData.metallic = 0; - } - - // We need to call ApplyDebugToSurfaceData after filling the surfarcedata and before filling builtinData - // as it can modify attribute use for static lighting - ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData); -#endif - // Caution: surfaceData must be fully initialize before calling GetBuiltinData GetBuiltinData(input, V, posInput, surfaceData, alpha, bentNormalWS, depthOffset, builtinData); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataDisplacement.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataDisplacement.hlsl index d5203b67196..b2ccd968abf 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataDisplacement.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDataDisplacement.hlsl @@ -202,6 +202,12 @@ float3 ComputePerVertexDisplacement(LayerTexCoord layerTexCoord, float4 vertexCo { #ifdef _HEIGHTMAP float height = (SAMPLE_UVMAPPING_TEXTURE2D_LOD(_HeightMap, sampler_HeightMap, layerTexCoord.base, lod).r - _HeightCenter) * _HeightAmplitude; + + // Scale by lod factor to ensure tessellated displacement influence is fully removed by the time we transition LODs +#if defined(LOD_FADE_CROSSFADE) && defined(_TESSELLATION_DISPLACEMENT) + height *= unity_LODFade.x; +#endif + #else float height = 0.0; #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl index 06951a7e204..eff35477336 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitDecalData.hlsl @@ -16,7 +16,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceDat #ifdef DECALS_4RT // only smoothness in 3RT mode #ifdef _MATERIAL_FEATURE_SPECULAR_COLOR float3 decalSpecularColor = ComputeFresnel0((decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE) ? decalSurfaceData.baseColor.xyz : float3(1.0, 1.0, 1.0), decalSurfaceData.mask.x, DEFAULT_SPECULAR_VALUE); - surfaceData.specularColor = surfaceData.specularColor * decalSurfaceData.MAOSBlend.x + decalSpecularColor; + surfaceData.specularColor = surfaceData.specularColor * decalSurfaceData.MAOSBlend.x + decalSpecularColor * (1.0f - decalSurfaceData.MAOSBlend.x); #else surfaceData.metallic = surfaceData.metallic * decalSurfaceData.MAOSBlend.x + decalSurfaceData.mask.x; #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl index 3f7eec7efe0..54dadd272ba 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl @@ -16,6 +16,17 @@ IndirectLighting EvaluateBSDF_RaytracedRefraction(LightLoopContext lightLoopCont return lighting; } +#if HAS_REFRACTION +void OverrideRefractionData(SurfaceData surfaceData, float refractionDistance, float3 refractionPositionWS, inout BSDFData bsdfData, inout PreLightData preLightData) +{ + // This variable is only used for SSRefraction, we intentionally put an invalid value in it. + bsdfData.absorptionCoefficient = TransmittanceColorAtDistanceToAbsorption(surfaceData.transmittanceColor, refractionDistance); + preLightData.transparentRefractV = 0.0; + preLightData.transparentPositionWS = refractionPositionWS; + preLightData.transparentTransmittance = exp(-bsdfData.absorptionCoefficient * refractionDistance); +} +#endif + #endif #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader index 7edd5db7c6b..5b2724df1d2 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitTessellation.shader @@ -236,7 +236,7 @@ Shader "HDRP/LitTessellation" HLSLINCLUDE #pragma target 5.0 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch //------------------------------------------------------------------------------------- // Variant diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl index 46d020ee192..3c08ecd5dc9 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl @@ -123,7 +123,7 @@ void DoAlphaTest(float alpha, float alphaCutoff) // This function is the alternative version used for ray tracing void DoAlphaTest(float alpha, float alphaCutoff, out bool alphaTestResult) { - alphaTestResult = alpha > alphaCutoff; + alphaTestResult = alpha >= alphaCutoff; } //----------------------------------------------------------------------------- // LoD Fade diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl index 6f51ff97467..70846c45962 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/MaterialUtilities.hlsl @@ -32,8 +32,8 @@ void GetNormalWS(FragInputs input, float3 normalTS, out float3 normalWS, float3 normalTS.xy *= flipSign; #endif // _DOUBLESIDED_ON - // We need to normalize as we use mikkt tangent space and this is expected (tangent space is not normalize) - normalWS = normalize(TransformTangentToWorld(normalTS, input.tangentToWorld)); + // We need to normalize as we use mikkt tangent space and this is expected (tangent space is not normalized) + normalWS = SafeNormalize(TransformTangentToWorld(normalTS, input.tangentToWorld)); #endif // SURFACE_GRADIENT } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader index 2a1acb2cd3f..63d30fcba97 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_CharlieFabricLambert.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/preIntegratedFGD_CharlieFabricLambert" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader index 4922bb2fb61..8ca287228f8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/PreIntegratedFGD/preIntegratedFGD_GGXDisneyDiffuse.shader @@ -14,7 +14,7 @@ Shader "Hidden/HDRP/preIntegratedFGD_GGXDisneyDiffuse" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define PREFER_HALF 0 #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs index b22760c5f44..32b3011883a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SharedRTManager.cs @@ -29,6 +29,7 @@ class SharedRTManager // MSAA resolve materials Material m_DepthResolveMaterial = null; Material m_ColorResolveMaterial = null; + Material m_MotionVectorResolve = null; // Flags that defines if we are using a local texture or external bool m_ReuseGBufferMemory = false; @@ -51,7 +52,7 @@ public SharedRTManager() public void InitSharedBuffers(GBufferManager gbufferManager, RenderPipelineSettings settings, RenderPipelineResources resources) { // Set the flags - m_MSAASupported = settings.supportMSAA; + m_MSAASupported = settings.supportMSAA && settings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly; m_MSAASamples = m_MSAASupported ? settings.msaaSampleCount : MSAASamples.None; m_MotionVectorsSupport = settings.supportMotionVectors; m_ReuseGBufferMemory = settings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.ForwardOnly; @@ -94,6 +95,9 @@ public void InitSharedBuffers(GBufferManager gbufferManager, RenderPipelineSetti // Create the required resolve materials m_DepthResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.depthValuesPS); m_ColorResolveMaterial = CoreUtils.CreateEngineMaterial(resources.shaders.colorResolvePS); + m_MotionVectorResolve = CoreUtils.CreateEngineMaterial(resources.shaders.resolveMotionVecPS); + + CoreUtils.SetKeyword(m_DepthResolveMaterial, "_HAS_MOTION_VECTORS", m_MotionVectorsSupport); } AllocateCoarseStencilBuffer(RTHandles.maxWidth, RTHandles.maxHeight, TextureXR.slices); @@ -308,6 +312,7 @@ public void Cleanup() // Do not forget to release the materials CoreUtils.Destroy(m_DepthResolveMaterial); CoreUtils.Destroy(m_ColorResolveMaterial); + CoreUtils.Destroy(m_MotionVectorResolve); } } @@ -342,22 +347,48 @@ public void ResolveSharedRT(CommandBuffer cmd, HDCamera hdCamera) Debug.Assert(m_MSAASupported); using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ResolveMSAADepth))) { - // Grab the RTIs and set the output render targets - m_RTIDs3[0] = m_CameraDepthValuesBuffer.nameID; - m_RTIDs3[1] = m_NormalRT.nameID; - m_RTIDs3[2] = m_MotionVectorsRT.nameID; - CoreUtils.SetRenderTarget(cmd, m_RTIDs3, m_CameraDepthStencilBuffer); - - // Set the input textures + if (m_MotionVectorsSupport) + { + // Grab the RTIs and set the output render targets + m_RTIDs3[0] = m_CameraDepthValuesBuffer.nameID; + m_RTIDs3[1] = m_NormalRT.nameID; + m_RTIDs3[2] = m_MotionVectorsRT.nameID; + CoreUtils.SetRenderTarget(cmd, m_RTIDs3, m_CameraDepthStencilBuffer); + + // Set the motion vector input texture + Shader.SetGlobalTexture(HDShaderIDs._MotionVectorTextureMS, m_MotionVectorsMSAART); + } + else + { + // Grab the RTIs and set the output render targets + m_RTIDs2[0] = m_CameraDepthValuesBuffer.nameID; + m_RTIDs2[1] = m_NormalRT.nameID; + CoreUtils.SetRenderTarget(cmd, m_RTIDs2, m_CameraDepthStencilBuffer); + } + + // Set the depth and normal input textures Shader.SetGlobalTexture(HDShaderIDs._NormalTextureMS, m_NormalMSAART); Shader.SetGlobalTexture(HDShaderIDs._DepthTextureMS, m_DepthAsColorMSAART); - Shader.SetGlobalTexture(HDShaderIDs._MotionVectorTextureMS, m_MotionVectorsMSAART); - // Resolve the depth and normal buffers + // Resolve the buffers cmd.DrawProcedural(Matrix4x4.identity, m_DepthResolveMaterial, SampleCountToPassIndex(m_MSAASamples), MeshTopology.Triangles, 3, 1); } } } + + public void ResolveMotionVectorTexture(CommandBuffer cmd, HDCamera hdCamera) + { + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA) && m_MotionVectorsSupport) + { + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ResolveMSAAMotionVector))) + { + CoreUtils.SetRenderTarget(cmd, m_MotionVectorsRT); + Shader.SetGlobalTexture(HDShaderIDs._MotionVectorTextureMS, m_MotionVectorsMSAART); + cmd.DrawProcedural(Matrix4x4.identity, m_MotionVectorResolve, SampleCountToPassIndex(m_MSAASamples), MeshTopology.Triangles, 3, 1); + } + } + } + public void ResolveMSAAColor(CommandBuffer cmd, HDCamera hdCamera, RTHandle msaaTarget, RTHandle simpleTarget) { if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA)) diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl index d6d064d5f95..80a53b76a8a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl @@ -31,6 +31,12 @@ // #define STACK_LIT_DISPLAY_REFERENCE_IBL #endif +#ifndef SKIP_RASTERIZED_SHADOWS +#define RASTERIZED_AREA_LIGHT_SHADOWS 1 +#else +#define RASTERIZED_AREA_LIGHT_SHADOWS 0 +#endif + //----------------------------------------------------------------------------- // Texture and constant buffer declaration //----------------------------------------------------------------------------- @@ -178,7 +184,7 @@ void GetAmbientOcclusionFactor(float3 indirectAmbientOcclusion, float3 indirectS #define TOP_DIR_IDX 0 #define BOTTOM_DIR_IDX (NB_LV_DIR-1) -// BASE_NB_LOBES will never be 1, we let the compiler optimize +// BASE_NB_LOBES will never be 1, we let the compiler optimize // everything out from bsdfData.lobeMix = 0; #define BASE_NB_LOBES 2 // use numeric indices for these arrays #define TOTAL_NB_LOBES (BASE_NB_LOBES+COAT_NB_LOBES) // use *_LOBE?_IDX for these arrays. @@ -252,9 +258,9 @@ bool IsCoatNormalMapEnabled(BSDFData bsdfData) // based on Fresnel terms (hack to reduce pre-integrated FGD fetches TODOENERGY). // // Normally when shading with normal maps, we clamp / saturate diverse values -// (eg see here BSDF_SetupNormalsAndAngles or CommonLighting's GetBSDFAngle) to avoid +// (eg see here BSDF_SetupNormalsAndAngles or CommonLighting's GetBSDFAngle) to avoid // special casing the BSDF evaluation but still shade according to the normal maps. -// Fresnel is normally evaluated with the LdotH angle, but this normally never "clips" +// Fresnel is normally evaluated with the LdotH angle, but this normally never "clips" // to the hemisphere (oriented on the normal) the complete BSDF evaluation as LdotH is // never negative (H is at most 90 degrees away from L and V). // @@ -271,9 +277,9 @@ bool IsCoatNormalMapEnabled(BSDFData bsdfData) // Obviously this is still a hack as stated but is more pleasing and is roughly akin to // having the top layer "folds" as dual-faced. // -// When no recompute per light is done or we are doing ComputeAdding in the first call in +// When no recompute per light is done or we are doing ComputeAdding in the first call in // GetPreLightData for split-sum type of lights (non dirac), we don't have a particular L -// to use and use clamped NdotV. In that case, the normal is taken as the H vector, and +// to use and use clamped NdotV. In that case, the normal is taken as the H vector, and // there will be regions where NdotV can be negative so is clamped near zero. In that case, // being in the "grazing angle region", integrated FGD or Fresnel would yeld reflectance // operators that yield zero energy transmitted to the bottom layer, and everything reflected @@ -285,15 +291,15 @@ bool IsCoatNormalMapEnabled(BSDFData bsdfData) // the geometric normal on the top since it should not be back facing to begin the // computations - in that case, we lose the Fresnel variations induced by the top normal map // and it only affects other parts of BSDF evaluations later for all types of lights. -// +// // This is VLAYERED_DUAL_NORMALS_TOP_FIX_GEOM_NORMAL. // // Otherwise, we also provide a behavior similar to flipping of the normal, and we even // saturate a bit less close to zero (than ClampNdotV) to remove the effect of the grazing -// angle. +// angle. // // This is VLAYERED_DUAL_NORMALS_TOP_FIX_FLIP_NORMAL -// +// #define VLAYERED_DUAL_NORMALS_TOP_FIX_DEFAULT 0 // do nothing #define VLAYERED_DUAL_NORMALS_TOP_FIX_GEOM_NORMAL 1 #define VLAYERED_DUAL_NORMALS_TOP_FIX_FLIP_NORMAL 2 @@ -565,7 +571,7 @@ void ApplyDebugToSurfaceData(float3x3 tangentToWorld, inout SurfaceData surfaceD // There is no metallic with SSS and specular color mode float metallic = HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_SPECULAR_COLOR | MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING | MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION) ? 0.0 : surfaceData.metallic; - + float3 diffuseColor = ComputeDiffuseColor(surfaceData.baseColor, metallic); bool specularWorkflow = HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_SPECULAR_COLOR); float3 specularColor = specularWorkflow ? surfaceData.specularColor : ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic, IorToFresnel0(surfaceData.dielectricIor)); @@ -635,7 +641,7 @@ NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData) { // In HazyGloss mode. ConvertSurfaceDataToNormalData() would need positionSS and to call // ConvertSurfaceDataToBSDFData, might be too heavy for a prepass, maybe find a lightweight approximation - // of HazeMapping. + // of HazeMapping. // This is a moot point though: mixing two roughnesses directly in one is already a hack, the // resulting lobe isn't representative of this. But for what ConvertSurfaceDataToNormalData() influences // (like SSR and shadows), it might be sufficient. @@ -672,7 +678,7 @@ NormalData ConvertSurfaceDataToNormalData(SurfaceData surfaceData) void HazeMapping(float3 fresnel0, float roughnessAT, float roughnessAB, float haziness, float hazeExtent, float hazeExtentAnisotropy, float3 hazyGlossMaxf0, inout BSDFData bsdfData) { float w = 10.0; // interpolation steepness weight (Bezier weight of central point) - bool useBezierToMapKh = true; + bool useBezierToMapKh = true; float3 r_c = fresnel0; // We can use clamping of roughnessA here to avoid a "p == 0/0" case if roughnessA == 0. @@ -705,7 +711,7 @@ void HazeMapping(float3 fresnel0, float roughnessAT, float roughnessAB, float ha // maximum core roughness and since this primary roughness (of lobe A) can be textured, we // don't know it). float p = alpha_n_xy/alpha_w_xy; // peak ratio formula at theta_d = 0 (ie p is in the paper := P(0)) - + float r_c_max = Max3(r_c.r, r_c.g, r_c.b); float k_h_max = 0.0; @@ -714,13 +720,13 @@ void HazeMapping(float3 fresnel0, float roughnessAT, float roughnessAB, float ha bsdfData.lobeMix = 0.0; } //else if (alpha_w_xy <= FLT_EPS) { bsdfData.lobeMix = beta_h; } - else + else { if (useBezierToMapKh) { // Smooth out C1 discontinuity at k_h = p with a Bezier curve // (loose some hazeExtent in the process). - + float b = 2*(r_c_max*(1-w)+w*p); float u; // parametric coordinate for rational Bezier curve if (abs(2*(b-1)) <= FLT_EPS) @@ -740,18 +746,18 @@ void HazeMapping(float3 fresnel0, float roughnessAT, float roughnessAB, float ha // Interpolation between 0 and positivity and energy constraints: these are lines // but form a triangle so there's a discontinuity at k_h := K_h(0) = p, hence the // branch here: - k_h_max = (r_c_max > p) ? beta_h*(1-r_c_max)/(1-p) : beta_h*r_c_max/p; + k_h_max = (r_c_max > p) ? beta_h*(1-r_c_max)/(1-p) : beta_h*r_c_max/p; } - + float r_max = r_c_max + (1-p)*k_h_max; // compound reflectivity (max color channel) float3 chromaVec = r_c/r_c_max; - + bsdfData.fresnel0 = r_max*chromaVec; bsdfData.fresnel0 = min(bsdfData.fresnel0, hazyGlossMaxf0); bsdfData.lobeMix = k_h_max / r_max; //bsdfData.lobeMix = 0.5; - // For IBL, convert back to the scalar roughness + anisotropy parametrization for the + // For IBL, convert back to the scalar roughness + anisotropy parametrization for the // secondary lobe: float anisotropyB; float roughnessB; @@ -829,7 +835,7 @@ BSDFData ConvertSurfaceDataToBSDFData(uint2 positionSS, SurfaceData surfaceData) // It is important to deal with the hazy gloss parametrization after we have fresnel0 for the base but // before the effect of the coat is applied on it. When hazy gloss is used, the current fresnel0 at this // point is reinterpreted as a pseudo-f0 ("core lobe reflectivity" or Fc(0) or r_c in the paper) - // + // if (HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_HAZY_GLOSS)) { // reminder: ComputeFresnel0 lerps from last param to first param using middle param as lerp factor. @@ -1070,7 +1076,7 @@ struct PreLightData float screenSpaceAmbientOcclusion; // Keep a copy of the screen space occlusion texture fetch between // PreLightData and PostEvaluateBSDF. float3 hemiSpecularOcclusion[TOTAL_NB_LOBES]; // Specular occlusion calculated from roughness and for an unknown - // (the less sparse / more uniform the better) light structure + // (the less sparse / more uniform the better) light structure // potentially covering the whole hemisphere. }; @@ -1096,7 +1102,7 @@ struct PreLightData // 1b) Clamp input roughnesses before the stack computations, so that the new top roughness also impacts the bottom. // // 2) For 1b), we also could interpret the minRoughness as clamping the coat only: since the bottom will get the -// impact of the clamp indirectly, this could suffice. +// impact of the clamp indirectly, this could suffice. // // As the light.minRoughness is a hack that can be used to simulate a sphere light from a point light, all options // can be valid, it depends on what appearance the user wants. @@ -1146,7 +1152,7 @@ void ClampRoughness(inout PreLightData preLightData, inout BSDFData bsdfData, fl // we don't update this, no need to: bsdfData.coatPerceptualRoughness = RoughnessToPerceptualRoughness(bsdfData.coatRoughness); } } - + if (!GetRecomputeStackPerLightOption()) { preLightData.layeredRoughnessT[0] = max(minRoughness, preLightData.layeredRoughnessT[0]); @@ -1164,7 +1170,7 @@ void ClampRoughness(inout PreLightData preLightData, inout BSDFData bsdfData, fl { preLightData.layeredCoatRoughness = max(minRoughness, preLightData.layeredCoatRoughness); } - + preLightData.layeredRoughnessT[0] = max(minRoughness, preLightData.layeredRoughnessT[0]); preLightData.layeredRoughnessT[1] = max(minRoughness, preLightData.layeredRoughnessT[1]); preLightData.layeredRoughnessB[0] = max(minRoughness, preLightData.layeredRoughnessB[0]); @@ -1261,7 +1267,7 @@ float3 GetOrthogonalComponent(float3 V, float3 N, bool testSingularity = false) if (testSingularity && (abs(1.0 - VdotN) <= FLT_EPS)) { // In this case N == V, and azimuth orientation around N shouldn't matter for the caller, - // we can use any quaternion-based method, like Frisvad or Reynold's (Pixar): + // we can use any quaternion-based method, like Frisvad or Reynold's (Pixar): float3x3 orthoBasis = GetLocalFrame(N); unitVOrtho = orthoBasis[0]; // we pick any axis, compiler should optimize out calculation of [1] } @@ -1522,7 +1528,7 @@ void ComputeStatistics(in float cti, in float3 V, in float3 vOrthoGeomN, in bo if( stt <= 1.0f ) { // See p5 fig5 a) vs b) : using a refraction as a peak mean is the dotted line, while the ref is the solid line. - // The scale is a hack to reproduce this effect: + // The scale is a hack to reproduce this effect: // As roughness -> 1, remove the effect of changing angle of entry. // Note that we never track complete means per se because of symmetry, we have no azimuth, so the "space" of the // means sin(theta) (here sti and stt) is just a line perpendicular to the normal in the plane of incidence. @@ -1704,9 +1710,9 @@ void ComputeAdding(float _cti, float3 V, in BSDFData bsdfData, inout PreLightDat { // Just a precaution minRoughness = 0.0; - // ie We will only take it into account if called per light. + // ie We will only take it into account if called per light. // If GetHonorPerLightMinRoughness(), we will still escape the default clamp of ClampRoughnessForDiracLightsByDefault() though. - // The net result if we're never recomputing the stack per light but signal we honor the per-light minRoughness is that we + // The net result if we're never recomputing the stack per light but signal we honor the per-light minRoughness is that we // won't clamp anything in ComputeAdding and just late clamp the resulting roughnesses at each light evaluation via ClampRoughness(). // The change in coat roughness will obviously not affect the bottom roughness in that case and the results will be wrong, but // depending on the scene setup, could be acceptable. @@ -1876,7 +1882,7 @@ void ComputeAdding(float _cti, float3 V, in BSDFData bsdfData, inout PreLightDat // Update mean - // Avoid grazing angle black artefacts and instead of + // Avoid grazing angle black artefacts and instead of // cti = ctt; cti = ClampNdotV(ctt); @@ -2476,10 +2482,10 @@ void PreLightData_SetupOcclusion(PositionInputs posInput, BSDFData bsdfData, flo // -We have 3 lobes with different roughnesses, and these have been placed unclamped and modified by vlayering in // iblPerceptualRoughness[]. // -We might have 2 different shading normals to consider. - // -Bentnormal is always considered if the algorithm permits it, but it might trivially be the normal if no bent + // -Bentnormal is always considered if the algorithm permits it, but it might trivially be the normal if no bent // normals were given by the user. // - // -Finally, our pre-calculated specular occlusion will serve for IBL for now, which have unknown structure so the + // -Finally, our pre-calculated specular occlusion will serve for IBL for now, which have unknown structure so the // whole hemisphere around the normal is taken as potential light visibility region, that's why the pre-calculated // values are identified as "hemiSpecularOcclusion". This would potentially need to be different per light type, // or even per light: @@ -2679,7 +2685,7 @@ PreLightData GetPreLightData(float3 V, PositionInputs posInput, inout BSDFData b float diffuseFGDTmp; // unused, for coat layer FGD fetch - // We will do the coat specific FGD fetch here: + // We will do the coat specific FGD fetch here: // (FGD fetches used for IBL + area light + multiscattering) GetPreIntegratedFGDGGXAndDisneyDiffuse(NdotV[COAT_NORMAL_IDX], preLightData.iblPerceptualRoughness[COAT_LOBE_IDX], @@ -2688,7 +2694,7 @@ PreLightData GetPreLightData(float3 V, PositionInputs posInput, inout BSDFData b diffuseFGDTmp, specularReflectivity[COAT_LOBE_IDX]); - // We apply the coatMask here since even an f0 of 0 in the fetch above will give a + // We apply the coatMask here since even an f0 of 0 in the fetch above will give a // directional albedo (aka specular reflectivity) that is non zero: preLightData.specularFGD[COAT_LOBE_IDX] *= bsdfData.coatMask; // This is for the base FGD fetches factored out of "if vlayering or not": @@ -2775,7 +2781,7 @@ PreLightData GetPreLightData(float3 V, PositionInputs posInput, inout BSDFData b if (AREA_LIGHTS_ANISOTROPY_ENABLED == false) { // If area lights don't support anisotropy, we can setup area lights here and occlusion after, as the former - // don't need the anisotropic modified normal and roughness (IBL anisotropy hack) and the later can use + // don't need the anisotropic modified normal and roughness (IBL anisotropy hack) and the later can use // the area lights preLightData.orthoBasisViewNormal: PreLightData_SetupAreaLights(bsdfData, V, N, NdotV, preLightData); @@ -2803,7 +2809,7 @@ PreLightData GetPreLightData(float3 V, PositionInputs posInput, inout BSDFData b // isn't really needed, as if no vlayering, COAT_LOBE_IDX will be == to one of the BASE_LOBE?_IDX // and the following line will be pruned out by the compiler: preLightData.partLambdaV[COAT_LOBE_IDX] = GetSmithJointGGXPartLambdaV(NdotV[COAT_NORMAL_IDX], preLightData.layeredCoatRoughness); - + preLightData.partLambdaV[BASE_LOBEA_IDX] = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, NdotV[BASE_NORMAL_IDX], preLightData.layeredRoughnessT[0], preLightData.layeredRoughnessB[0]); preLightData.partLambdaV[BASE_LOBEB_IDX] = GetSmithJointGGXAnisoPartLambdaV(TdotV, BdotV, NdotV[BASE_NORMAL_IDX], @@ -2941,7 +2947,7 @@ void ModifyBakedDiffuseLighting(float3 V, PositionInputs posInput, SurfaceData s builtinData.bakeDiffuseLighting += builtinData.backBakeDiffuseLighting * bsdfData.transmittance; } - // For SSS we need to take into account the state of diffuseColor + // For SSS we need to take into account the state of diffuseColor if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_SUBSURFACE_SCATTERING)) { bsdfData.diffuseColor = GetModifiedDiffuseColorForSSS(bsdfData); @@ -2953,7 +2959,7 @@ void ModifyBakedDiffuseLighting(float3 V, PositionInputs posInput, SurfaceData s // Note: When baking reflection probes, we approximate the diffuse with the fresnel0 builtinData.bakeDiffuseLighting *= preLightData.diffuseFGD * preLightData.diffuseEnergy * GetDiffuseOrDefaultColor(bsdfData, _ReplaceDiffuseForIndirect).rgb; - // The lobe specific specular occlusion data, along with the result of the screen space occlusion sampling + // The lobe specific specular occlusion data, along with the result of the screen space occlusion sampling // will be computed in PreLightData. } @@ -2979,7 +2985,7 @@ float GetInferredMetallic(float dielectricF0, float3 inDiffuseColor, float3 inFr if (dielectricF0 <= 0.0001) { // The baseColor + metallic parameterization gives (note that this is used to build - // a possible conversion, but the given fresnel0, diffuseColor and dielectricF0 might not + // a possible conversion, but the given fresnel0, diffuseColor and dielectricF0 might not // be possible with a baseColor + metallic parameterization): // // (A) fresnel0 = metallic * basecolor + (1.0 - metallic) * dielectricF0; @@ -3005,7 +3011,7 @@ float GetInferredMetallic(float dielectricF0, float3 inDiffuseColor, float3 inFr // metallic = 1/(diffuseColor/fresnel0 + 1); // metallic = fresnel0/(diffuseColor + fresnel0); // - // So we will use that formula when dielectricF0 == 0 since it outputs plausible values: + // So we will use that formula when dielectricF0 == 0 since it outputs plausible values: // // -When fresnel0 is 0, it will always output a desired (for the reasons discussed above) value of metallic = 0. // -When input values are possible for (A) and (B), the formula is correct (for when dielectricF0 == 0 of course). @@ -3410,9 +3416,9 @@ void GetNLForDirectionalPunctualLights(BSDFData bsdfData, PreLightData preLightD // For the rest, we will use the N which produces the biggest NdotL, as we don't want // to early out eg from the bottom layer when the top should have a highlight, // while the final BSDF evaluation will take care of applying the proper NdotL in any - // case. + // case. // We could increase the cost and complexity of all this and actually - // commit fully to making all these diract-light evaluations local to this file and + // commit fully to making all these diract-light evaluations local to this file and // pass to BSDF the L[], V[], etc. arrays instead of hacking our way around just here. float maxNdotL = max(NdotL[COAT_NORMAL_IDX], NdotL[BASE_NORMAL_IDX]); @@ -3569,7 +3575,7 @@ CBSDF EvaluateBSDF(float3 inV, float3 inL, PreLightData preLightData, BSDFData b // NO VLAYERING: // -------------------------------------------------------------------- - // Note: See GetPreLightData(), in that case, + // Note: See GetPreLightData(), in that case, // preLightData.layeredRoughnessT[0] = bsdfData.roughnessAT; // preLightData.layeredRoughnessB[0] = bsdfData.roughnessAB; // preLightData.layeredRoughnessT[1] = bsdfData.roughnessBT; @@ -3743,147 +3749,154 @@ DirectLighting EvaluateBSDF_Line( LightLoopContext lightLoopContext, // Terminate if the shaded point is too far away. if (intensity == 0.0) - return lighting; - - lightData.diffuseDimmer *= intensity; - lightData.specularDimmer *= intensity; + { + lightData.diffuseDimmer *= intensity; + lightData.specularDimmer *= intensity; - // Translate the light s.t. the shaded point is at the origin of the coordinate system. - lightData.positionRWS -= positionWS; + // Translate the light s.t. the shaded point is at the origin of the coordinate system. + lightData.positionRWS -= positionWS; - // TODO: some of this could be precomputed. - float3 P1 = lightData.positionRWS - T * (0.5 * len); - float3 P2 = lightData.positionRWS + T * (0.5 * len); + // TODO: some of this could be precomputed. + float3 P1 = lightData.positionRWS - T * (0.5 * len); + float3 P2 = lightData.positionRWS + T * (0.5 * len); - // Setup the default local canonical frame with X-Y aligned to the reflection plane - // using orthoBasisViewNormal: without the anisotropic hack, this is only dependent on - // if we have dual normal maps or not: + // Setup the default local canonical frame with X-Y aligned to the reflection plane + // using orthoBasisViewNormal: without the anisotropic hack, this is only dependent on + // if we have dual normal maps or not: - // Rotate the endpoints into the local coordinate system. - float3 localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); - float3 localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); - // Compute the binormal in the local coordinate system. - float3 B = normalize(cross(localP1, localP2)); + // Rotate the endpoints into the local coordinate system. + float3 localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); + float3 localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); + // Compute the binormal in the local coordinate system. + float3 B = normalize(cross(localP1, localP2)); - if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above - { - // Since we proceed with calculating diffuse and transmission irradiance, we setup - // the points for the diffuse frame. - // There's no anisotropy on the diffuse component and this is oriented considering - // the proper base layer normal: - localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormalDiffuse)); - localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormalDiffuse)); - B = normalize(cross(localP1, localP2)); - } - - // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission, - // then for the specular base layer and finishing with the coat. - float ltcValue; + if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above + { + // Since we proceed with calculating diffuse and transmission irradiance, we setup + // the points for the diffuse frame. + // There's no anisotropy on the diffuse component and this is oriented considering + // the proper base layer normal: + localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormalDiffuse)); + localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormalDiffuse)); + B = normalize(cross(localP1, localP2)); + } - // Evaluate the diffuse part - ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformDiffuse); - ltcValue *= lightData.diffuseDimmer; - // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). - lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue; + // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission, + // then for the specular base layer and finishing with the coat. + float ltcValue; - UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION)) - { - // Flip the view vector and the normal. The bitangent stays the same. - float3x3 flipMatrix = float3x3(-1, 0, 0, - 0, 1, 0, - 0, 0, -1); - - // Use the Lambertian approximation for performance reasons. - // The matrix multiplication should not generate any extra ALU on GCN. - // TODO: double evaluation is very inefficient! This is a temporary solution. - ltcValue = LTCEvaluate(localP1, localP2, B, mul(flipMatrix, k_identity3x3)); + // Evaluate the diffuse part + ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformDiffuse); ltcValue *= lightData.diffuseDimmer; - - // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM: - // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also - // need a diffuse energy term when vlayered. - - // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass. // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). - lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy; - } + lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue; - // Evaluate the specular lobes for the stack - IF_DEBUG( if ( _DebugLobeMask.y != 0.0) ) - { - if (AREA_LIGHTS_ANISOTROPY_ENABLED) + UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION)) { - // In that case, instead of only considering possibly dual normal maps and thus two - // local canonical frames we have lobe specific frames because of the anisotropic hack: - localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX])); - localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX])); - B = normalize(cross(localP1, localP2)); + // Flip the view vector and the normal. The bitangent stays the same. + float3x3 flipMatrix = float3x3(-1, 0, 0, + 0, 1, 0, + 0, 0, -1); + + // Use the Lambertian approximation for performance reasons. + // The matrix multiplication should not generate any extra ALU on GCN. + // TODO: double evaluation is very inefficient! This is a temporary solution. + ltcValue = LTCEvaluate(localP1, localP2, B, mul(flipMatrix, k_identity3x3)); + ltcValue *= lightData.diffuseDimmer; + + // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM: + // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also + // need a diffuse energy term when vlayered. + + // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass. + // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). + lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy; } - ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]); - // See EvaluateBSDF_Env TODOENERGY: - lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue; - } - IF_DEBUG( if ( _DebugLobeMask.z != 0.0) ) - { - if (AREA_LIGHTS_ANISOTROPY_ENABLED) - { - // In that case, instead of only considering possibly dual normal maps and thus two - // local canonical frames we have lobe specific frames because of the anisotropic hack: - localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX])); - localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX])); - B = normalize(cross(localP1, localP2)); - } - ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]); - lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue; - } - if (IsVLayeredEnabled(bsdfData)) - { - IF_DEBUG( if ( _DebugLobeMask.x != 0.0) ) + // Evaluate the specular lobes for the stack + IF_DEBUG( if ( _DebugLobeMask.y != 0.0) ) { - if (IsCoatNormalMapEnabled(bsdfData)) + if (AREA_LIGHTS_ANISOTROPY_ENABLED) { - localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX])); - localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX])); - B = normalize(cross(localP1, localP2)); + // In that case, instead of only considering possibly dual normal maps and thus two + // local canonical frames we have lobe specific frames because of the anisotropic hack: + localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX])); + localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX])); + B = normalize(cross(localP1, localP2)); } - if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above + ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]); + // See EvaluateBSDF_Env TODOENERGY: + lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue; + } + IF_DEBUG( if ( _DebugLobeMask.z != 0.0) ) + { + if (AREA_LIGHTS_ANISOTROPY_ENABLED) { - // No need to check if we have dual normal maps here: alread taken care via iblN[COAT_LOBE_IDX] - // in GetPreLightData and setup in preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]. - - // we have lobe specific frames because of the anisotropic hack (there's no anisotropy for the - // coat, but the index of the ortho basis is lobe-based still because of the base layer lobes which - // can have anisotropy). - localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX])); - localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX])); + // In that case, instead of only considering possibly dual normal maps and thus two + // local canonical frames we have lobe specific frames because of the anisotropic hack: + localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX])); + localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX])); B = normalize(cross(localP1, localP2)); } - ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]); - lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue; + ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]); + lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue; } - } - lighting.specular *= lightData.specularDimmer; + + if (IsVLayeredEnabled(bsdfData)) + { + IF_DEBUG( if ( _DebugLobeMask.x != 0.0) ) + { + if (IsCoatNormalMapEnabled(bsdfData)) + { + localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX])); + localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX])); + B = normalize(cross(localP1, localP2)); + } + if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above + { + // No need to check if we have dual normal maps here: alread taken care via iblN[COAT_LOBE_IDX] + // in GetPreLightData and setup in preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX]. + + // we have lobe specific frames because of the anisotropic hack (there's no anisotropy for the + // coat, but the index of the ortho basis is lobe-based still because of the base layer lobes which + // can have anisotropy). + localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX])); + localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX])); + B = normalize(cross(localP1, localP2)); + } + ltcValue = LTCEvaluate(localP1, localP2, B, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]); + lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue; + } + } + lighting.specular *= lightData.specularDimmer; - // Save ALU by applying 'lightData.color' only once. - lighting.diffuse *= lightData.color; - lighting.specular *= lightData.color; + // Save ALU by applying 'lightData.color' only once. + lighting.diffuse *= lightData.color; + lighting.specular *= lightData.color; -#ifdef DEBUG_DISPLAY - if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) - { - // Make sure we're using the base layer frame: - localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); - localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); - B = normalize(cross(localP1, localP2)); - - // Only lighting, not BSDF - // Apply area light on lambert then multiply by PI to cancel Lambert - lighting.diffuse = LTCEvaluate(localP1, localP2, B, k_identity3x3); - lighting.diffuse *= PI * lightData.diffuseDimmer; + #ifdef DEBUG_DISPLAY + if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) + { + // Make sure we're using the base layer frame: + localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); + localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); + if (AREA_LIGHTS_ANISOTROPY_ENABLED) + { + // In that case orthoBasisViewNormal[] is per lobe due to anistropic hack, + // use orthoBasisViewNormalDiffuse: + localP1 = mul(P1, transpose(preLightData.orthoBasisViewNormalDiffuse)); + localP2 = mul(P2, transpose(preLightData.orthoBasisViewNormalDiffuse)); + } + B = normalize(cross(localP1, localP2)); + + // Only lighting, not BSDF + // Apply area light on lambert then multiply by PI to cancel Lambert + lighting.diffuse = LTCEvaluate(localP1, localP2, B, k_identity3x3); + lighting.diffuse *= PI * lightData.diffuseDimmer; + } + #endif } -#endif #endif // STACK_LIT_DISPLAY_REFERENCE_AREA @@ -3916,211 +3929,255 @@ DirectLighting EvaluateBSDF_Rect( LightLoopContext lightLoopContext, #else float3 unL = lightData.positionRWS - positionWS; - if (dot(lightData.forward, unL) >= 0.0001) + // if (dot(lightData.forward, unL) >= eps), all points on the light are back-facing: + // (Dont early return to guard against compiler bug for if / quick early return constructs) + if (dot(lightData.forward, unL) < FLT_EPS) { - // The light is back-facing. - return lighting; - } - - // Rotate the light direction into the light space. - float3x3 lightToWorld = float3x3(lightData.right, lightData.up, -lightData.forward); - unL = mul(unL, transpose(lightToWorld)); - - // TODO: This could be precomputed. - float halfWidth = lightData.size.x * 0.5; - float halfHeight = lightData.size.y * 0.5; - - // Define the dimensions of the attenuation volume. - // TODO: This could be precomputed. - float range = lightData.range; - float3 invHalfDim = rcp(float3(range + halfWidth, - range + halfHeight, - range)); - - // Compute the light attenuation. -#ifdef ELLIPSOIDAL_ATTENUATION - // The attenuation volume is an axis-aligned ellipsoid s.t. - // r1 = (r + w / 2), r2 = (r + h / 2), r3 = r. - float intensity = EllipsoidalDistanceAttenuation(unL, invHalfDim, - lightData.rangeAttenuationScale, - lightData.rangeAttenuationBias); -#else - // The attenuation volume is an axis-aligned box s.t. - // hX = (r + w / 2), hY = (r + h / 2), hZ = r. - float intensity = BoxDistanceAttenuation(unL, invHalfDim, - lightData.rangeAttenuationScale, - lightData.rangeAttenuationBias); -#endif - - // Terminate if the shaded point is too far away. - if (intensity == 0.0) - return lighting; - - lightData.diffuseDimmer *= intensity; - lightData.specularDimmer *= intensity; - // Translate the light s.t. the shaded point is at the origin of the coordinate system. - lightData.positionRWS -= positionWS; - - float4x3 lightVerts; - - // TODO: some of this could be precomputed. - lightVerts[0] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * -halfHeight; // LL - lightVerts[1] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * halfHeight; // UL - lightVerts[2] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * halfHeight; // UR - lightVerts[3] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * -halfHeight; // LR + // Rotate the light direction into the light space. + float3x3 lightToWorld = float3x3(lightData.right, lightData.up, -lightData.forward); + unL = mul(unL, transpose(lightToWorld)); + + // TODO: This could be precomputed. + float halfWidth = lightData.size.x * 0.5; + float halfHeight = lightData.size.y * 0.5; + + // Define the dimensions of the attenuation volume. + // TODO: This could be precomputed. + float range = lightData.range; + float3 invHalfDim = rcp(float3(range + halfWidth, + range + halfHeight, + range)); + + // Compute the light attenuation. + #ifdef ELLIPSOIDAL_ATTENUATION + // The attenuation volume is an axis-aligned ellipsoid s.t. + // r1 = (r + w / 2), r2 = (r + h / 2), r3 = r. + float intensity = EllipsoidalDistanceAttenuation(unL, invHalfDim, + lightData.rangeAttenuationScale, + lightData.rangeAttenuationBias); + #else + // The attenuation volume is an axis-aligned box s.t. + // hX = (r + w / 2), hY = (r + h / 2), hZ = r. + float intensity = BoxDistanceAttenuation(unL, invHalfDim, + lightData.rangeAttenuationScale, + lightData.rangeAttenuationBias); + #endif + + // If the shaded point is too far away we avoid shading. + // (guard against compiler bug for if / quick early return constructs) + if (intensity != 0.0) + { + lightData.diffuseDimmer *= intensity; + lightData.specularDimmer *= intensity; + + // Translate the light s.t. the shaded point is at the origin of the coordinate system. + lightData.positionRWS -= positionWS; + + float4x3 lightVerts; + + // TODO: some of this could be precomputed. + lightVerts[0] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * -halfHeight; // LL + lightVerts[1] = lightData.positionRWS + lightData.right * -halfWidth + lightData.up * halfHeight; // UL + lightVerts[2] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * halfHeight; // UR + lightVerts[3] = lightData.positionRWS + lightData.right * halfWidth + lightData.up * -halfHeight; // LR + + // Rotate the endpoints into the local coordinate system. + float4x3 localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); + + if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above + { + // Since we proceed with calculating diffuse and transmission irradiance, we setup + // the points for the diffuse frame. + // There's no anisotropy on the diffuse component and this is oriented considering + // the proper base layer normal: + localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormalDiffuse)); + } + + // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission, + // then for the specular base layer and finishing with the coat. + float3 ltcValue; + + // Evaluate the diffuse part + // Polygon irradiance in the transformed configuration. + float4x3 LD = mul(localLightVerts, preLightData.ltcTransformDiffuse); + ltcValue = PolygonIrradiance(LD); + ltcValue *= lightData.diffuseDimmer; + // Only apply cookie if there is one + if ( lightData.cookieMode != COOKIEMODE_NONE ) + { + // Compute the cookie data for the diffuse term + float3 formFactorD = PolygonFormFactor(LD); + ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LD, formFactorD); + } + // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). + lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue; + + UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION)) + { + // Flip the view vector and the normal. The bitangent stays the same. + float3x3 flipMatrix = float3x3(-1, 0, 0, + 0, 1, 0, + 0, 0, -1); + + // Use the Lambertian approximation for performance reasons. + // The matrix multiplication should not generate any extra ALU on GCN. + float3x3 ltcTransform = mul(flipMatrix, k_identity3x3); + + // Polygon irradiance in the transformed configuration. + // TODO: double evaluation is very inefficient! This is a temporary solution. + float4x3 LTD = mul(localLightVerts, ltcTransform); + ltcValue = PolygonIrradiance(LTD); + ltcValue *= lightData.diffuseDimmer; + // Only apply cookie if there is one + if ( lightData.cookieMode != COOKIEMODE_NONE ) + { + // Compute the cookie data for the transmission diffuse term + float3 formFactorTD = PolygonFormFactor(LTD); + ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LTD, formFactorTD); + } + // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM: + // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also + // need a diffuse energy term when vlayered. + + // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass. + // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). + lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy; + } + + // Evaluate the specular lobes for the stack + IF_DEBUG( if ( _DebugLobeMask.y != 0.0) ) + { + if (AREA_LIGHTS_ANISOTROPY_ENABLED) + { + // In that case, instead of only considering possibly dual normal maps and thus two + // local canonical frames we have lobe specific frames because of the anisotropic hack: + localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX])); + } + // Polygon irradiance in the transformed configuration. + float4x3 LAS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]); + ltcValue = PolygonIrradiance(LAS); + // Only apply cookie if there is one + if ( lightData.cookieMode != COOKIEMODE_NONE ) + { + // Compute the cookie data for the specular term + float3 formFactorAS = PolygonFormFactor(LAS); + ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LAS, formFactorAS); + } + + // See EvaluateBSDF_Env TODOENERGY: + lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue; + } + IF_DEBUG( if ( _DebugLobeMask.z != 0.0) ) + { + if (AREA_LIGHTS_ANISOTROPY_ENABLED) + { + // In that case, instead of only considering possibly dual normal maps and thus two + // local canonical frames we have lobe specific frames because of the anisotropic hack: + localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX])); + } + float4x3 LS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]); + ltcValue = PolygonIrradiance(LS); + // Only apply cookie if there is one + if ( lightData.cookieMode != COOKIEMODE_NONE ) + { + // Compute the cookie data for the specular term + float3 formFactorS = PolygonFormFactor(LS); + ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LS, formFactorS); + } + + lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue; + } + + if (IsVLayeredEnabled(bsdfData)) + { + if (IsCoatNormalMapEnabled(bsdfData)) + { + localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX])); + } + if (AREA_LIGHTS_ANISOTROPY_ENABLED) + { + // In that case, instead of only considering possibly dual normal maps and thus two + // local canonical frames we have lobe specific frames because of the anisotropic hack: + localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX])); + } + IF_DEBUG( if ( _DebugLobeMask.x != 0.0) ) + { + float4x3 LSCC = mul(localLightVerts, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]); + ltcValue = PolygonIrradiance(LSCC); + // Only apply cookie if there is one + if ( lightData.cookieMode != COOKIEMODE_NONE ) + { + // Compute the cookie data for the specular term + float3 formFactorS = PolygonFormFactor(LSCC); + ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LSCC, formFactorS); + } + lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue; + } + } + lighting.specular *= lightData.specularDimmer; + + + // Save ALU by applying 'lightData.color' only once. + lighting.diffuse *= lightData.color; + lighting.specular *= lightData.color; - // Rotate the endpoints into the local coordinate system. - float4x3 localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); + #ifdef DEBUG_DISPLAY + if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) + { + // Make sure we're using the base layer frame: + localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); + if (AREA_LIGHTS_ANISOTROPY_ENABLED) + { + // In that case orthoBasisViewNormal[] is per lobe due to anistropic hack, + // use orthoBasisViewNormalDiffuse: + localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormalDiffuse)); + } - if (AREA_LIGHTS_ANISOTROPY_ENABLED) // statically known, so no need for if else, just overwrite the above - { - // Since we proceed with calculating diffuse and transmission irradiance, we setup - // the points for the diffuse frame. - // There's no anisotropy on the diffuse component and this is oriented considering - // the proper base layer normal: - localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormalDiffuse)); - } + // Only lighting, not BSDF + // Apply area light on lambert then multiply by PI to cancel Lambert + lighting.diffuse = PolygonIrradiance(mul(localLightVerts, k_identity3x3)); + lighting.diffuse *= PI * lightData.diffuseDimmer; + } + #endif - // Calculate the L irradiance (ltcValue) first for the diffuse part and transmission, - // then for the specular base layer and finishing with the coat. - float3 ltcValue; - - // Evaluate the diffuse part - // Polygon irradiance in the transformed configuration. - float4x3 LD = mul(localLightVerts, preLightData.ltcTransformDiffuse); - ltcValue = PolygonIrradiance(LD); - ltcValue *= lightData.diffuseDimmer; - // Only apply cookie if there is one - if ( lightData.cookieMode != COOKIEMODE_NONE ) - { - // Compute the cookie data for the diffuse term - float3 formFactorD = PolygonFormFactor(LD); - ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LD, formFactorD); - } - // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). - lighting.diffuse = preLightData.diffuseFGD * preLightData.diffuseEnergy * ltcValue; + } // if light not too far - UNITY_BRANCH if (HasFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION)) - { - // Flip the view vector and the normal. The bitangent stays the same. - float3x3 flipMatrix = float3x3(-1, 0, 0, - 0, 1, 0, - 0, 0, -1); - - // Use the Lambertian approximation for performance reasons. - // The matrix multiplication should not generate any extra ALU on GCN. - float3x3 ltcTransform = mul(flipMatrix, k_identity3x3); - - // Polygon irradiance in the transformed configuration. - // TODO: double evaluation is very inefficient! This is a temporary solution. - float4x3 LTD = mul(localLightVerts, ltcTransform); - ltcValue = PolygonIrradiance(LTD); - ltcValue *= lightData.diffuseDimmer; - // Only apply cookie if there is one - if ( lightData.cookieMode != COOKIEMODE_NONE ) - { - // Compute the cookie data for the transmission diffuse term - float3 formFactorTD = PolygonFormFactor(LTD); - ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LTD, formFactorTD); - } - // VLAYERED_DIFFUSE_ENERGY_HACKED_TERM: - // In Lit with Lambert, there's no diffuseFGD, it is one. In our case, we also - // need a diffuse energy term when vlayered. + } // if light not back-facing - // We use diffuse lighting for accumulation since it is going to be blurred during the SSS pass. - // We don't multiply by 'bsdfData.diffuseColor' here. It's done only once in PostEvaluateBSDF(). - lighting.diffuse += bsdfData.transmittance * ltcValue * preLightData.diffuseEnergy; - } + float shadow = 1.0; + float shadowMask = 1.0; +#ifdef SHADOWS_SHADOWMASK + // shadowMaskSelector.x is -1 if there is no shadow mask + // Note that we override shadow value (in case we don't have any dynamic shadow) + shadow = shadowMask = (lightData.shadowMaskSelector.x >= 0.0) ? dot(BUILTIN_DATA_SHADOW_MASK, lightData.shadowMaskSelector) : 1.0; +#endif - // Evaluate the specular lobes for the stack - IF_DEBUG( if ( _DebugLobeMask.y != 0.0) ) +#if defined(SCREEN_SPACE_SHADOWS) && !defined(_SURFACE_TYPE_TRANSPARENT) + if ((lightData.screenSpaceShadowIndex & SCREEN_SPACE_SHADOW_INDEX_MASK) != INVALID_SCREEN_SPACE_SHADOW) { - if (AREA_LIGHTS_ANISOTROPY_ENABLED) - { - // In that case, instead of only considering possibly dual normal maps and thus two - // local canonical frames we have lobe specific frames because of the anisotropic hack: - localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEA_IDX])); - } - // Polygon irradiance in the transformed configuration. - float4x3 LAS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEA_IDX]); - ltcValue = PolygonIrradiance(LAS); - // Only apply cookie if there is one - if ( lightData.cookieMode != COOKIEMODE_NONE ) - { - // Compute the cookie data for the specular term - float3 formFactorAS = PolygonFormFactor(LAS); - ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LAS, formFactorAS); - } - - // See EvaluateBSDF_Env TODOENERGY: - lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEA_IDX] * preLightData.specularFGD[BASE_LOBEA_IDX] * ltcValue; + shadow = GetScreenSpaceShadow(posInput, lightData.screenSpaceShadowIndex); } - IF_DEBUG( if ( _DebugLobeMask.z != 0.0) ) + else +#endif // ENABLE_RAYTRACING + if (lightData.shadowIndex != -1) { - if (AREA_LIGHTS_ANISOTROPY_ENABLED) - { - // In that case, instead of only considering possibly dual normal maps and thus two - // local canonical frames we have lobe specific frames because of the anisotropic hack: - localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_BASE_LOBEB_IDX])); - } - float4x3 LS = mul(localLightVerts, preLightData.ltcTransformSpecular[BASE_LOBEB_IDX]); - ltcValue = PolygonIrradiance(LS); - // Only apply cookie if there is one - if ( lightData.cookieMode != COOKIEMODE_NONE ) - { - // Compute the cookie data for the specular term - float3 formFactorS = PolygonFormFactor(LS); - ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LS, formFactorS); - } - - lighting.specular += preLightData.energyCompensationFactor[BASE_LOBEB_IDX] * preLightData.specularFGD[BASE_LOBEB_IDX] * ltcValue; - } +#if RASTERIZED_AREA_LIGHT_SHADOWS + // lightData.positionRWS now contains the Light vector. + shadow = GetAreaLightAttenuation(lightLoopContext.shadowContext, posInput.positionSS, posInput.positionWS, bsdfData.normalWS, lightData.shadowIndex, normalize(lightData.positionRWS), length(lightData.positionRWS)); +#ifdef SHADOWS_SHADOWMASK + // See comment for punctual light shadow mask + shadow = lightData.nonLightMappedOnly ? min(shadowMask, shadow) : shadow; +#endif + shadow = lerp(shadowMask, shadow, lightData.shadowDimmer); - if (IsVLayeredEnabled(bsdfData)) - { - if (IsCoatNormalMapEnabled(bsdfData)) - { - localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[COAT_NORMAL_IDX])); - } - if (AREA_LIGHTS_ANISOTROPY_ENABLED) - { - // In that case, instead of only considering possibly dual normal maps and thus two - // local canonical frames we have lobe specific frames because of the anisotropic hack: - localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[ORTHOBASIS_VN_COAT_LOBE_IDX])); - } - IF_DEBUG( if ( _DebugLobeMask.x != 0.0) ) - { - float4x3 LSCC = mul(localLightVerts, preLightData.ltcTransformSpecular[COAT_LOBE_IDX]); - ltcValue = PolygonIrradiance(LSCC); - // Only apply cookie if there is one - if ( lightData.cookieMode != COOKIEMODE_NONE ) - { - // Compute the cookie data for the specular term - float3 formFactorS = PolygonFormFactor(LSCC); - ltcValue *= SampleAreaLightCookie(lightData.cookieScaleOffset, LSCC, formFactorS); - } - lighting.specular += preLightData.energyCompensationFactor[COAT_LOBE_IDX] * preLightData.specularFGD[COAT_LOBE_IDX] * ltcValue; - } +#endif } - lighting.specular *= lightData.specularDimmer; - - // Save ALU by applying 'lightData.color' only once. - lighting.diffuse *= lightData.color; - lighting.specular *= lightData.color; - -#ifdef DEBUG_DISPLAY - if (_DebugLightingMode == DEBUGLIGHTINGMODE_LUX_METER) - { - // Make sure we're using the base layer frame: - localLightVerts = mul(lightVerts, transpose(preLightData.orthoBasisViewNormal[BASE_NORMAL_IDX])); - - // Only lighting, not BSDF - // Apply area light on lambert then multiply by PI to cancel Lambert - lighting.diffuse = PolygonIrradiance(mul(localLightVerts, k_identity3x3)); - lighting.diffuse *= PI * lightData.diffuseDimmer; - } +#if RASTERIZED_AREA_LIGHT_SHADOWS || SUPPORTS_RAYTRACED_AREA_SHADOWS + float3 shadowColor = ComputeShadowColor(shadow, lightData.shadowTint, lightData.penumbraTint); + lighting.diffuse *= shadowColor; + lighting.specular *= shadowColor; #endif #endif // STACK_LIT_DISPLAY_REFERENCE_AREA @@ -4163,7 +4220,7 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, ApplyScreenSpaceReflectionWeight(ssrLighting); // For performance reasons, SSR doesn't allow us to be discriminating per lobe, ie wrt direction, roughness, - // anisotropy, etc. + // anisotropy, etc. // At least the vlayered BSDF stack model already represents the stack with a single interface with multiple // effective/equivalent lobes. @@ -4173,7 +4230,7 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, // This is the approach we take since roughnesses between coat and base lobes can be very different, while // if the coat exist, ConvertSurfaceDataToNormalData will output the roughness of the coat and we don't need // a boost of sharp reflections from a potentially rough bottom layer. - + float3 reflectanceFactor = (float3)0.0; if (IsVLayeredEnabled(bsdfData)) @@ -4389,7 +4446,7 @@ void PostEvaluateBSDF( LightLoopContext lightLoopContext, // bsdfData.diffuseColor is not appropriate to use when vlayered when doing GTAOMultiBounce here, but we can // try something with (bsdfData.diffuseColor * bsdfData.coatExtinction) (for specular occlusion with f0, it's // even worse but both are a hack anyway) We could also try "renormalizing diffuseEnergy" to the luminance of - // diffuseColor. + // diffuseColor. // For now, we use (bsdfData.diffuseColor * preLightData.diffuseEnergy) directly: float3 GTAOMultiBounceTintBase = (bsdfData.diffuseColor * preLightData.diffuseEnergy); GetApplyScreenSpaceDiffuseOcclusionForDirect(GTAOMultiBounceTintBase, preLightData.screenSpaceAmbientOcclusion, directAmbientOcclusion, lighting); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader index 17236488735..178f7ad994a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/CombineLighting.shader @@ -10,7 +10,7 @@ Shader "Hidden/HDRP/CombineLighting" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // #pragma enable_d3d11_debug_symbols #pragma vertex Vert diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs index 08aa2b6bae5..587d57fb53e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubSurfaceScattering.cs @@ -20,5 +20,10 @@ public sealed class SubSurfaceScattering : VolumeComponent /// [Tooltip("Number of samples for sub-surface scattering.")] public ClampedIntParameter sampleCount = new ClampedIntParameter(1, 1, 32); + + public SubSurfaceScattering() + { + displayName = "SubSurface Scattering (Preview)"; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute index 7118884ad0e..936a590b03f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScattering.compute @@ -5,7 +5,7 @@ //-------------------------------------------------------------------------------------------------- // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel SubsurfaceScatteringMQ SubsurfaceScattering=SubsurfaceScatteringMQ SSS_ENABLE_NEAR_FIELD=0 #pragma kernel SubsurfaceScatteringHQ SubsurfaceScattering=SubsurfaceScatteringHQ SSS_ENABLE_NEAR_FIELD=1 diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs index c03b6f85431..114ccae3f06 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/SubsurfaceScattering/SubsurfaceScatteringManager.cs @@ -53,7 +53,7 @@ void InitSSSBuffers() } // We need to allocate the texture if we are in forward or both in case one of the cameras is in enable forward only mode - if (settings.supportMSAA) + if (settings.supportMSAA && settings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly) { m_SSSColorMSAA = RTHandles.Alloc(Vector2.one, TextureXR.slices, colorFormat: GraphicsFormat.R8G8B8A8_SRGB, dimension: TextureXR.dimension, enableMSAA: true, bindTextureMS: true, useDynamicScale: true, name: "SSSBufferMSAA"); } @@ -350,10 +350,6 @@ void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle c // Bind the textures for ray generation cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._DepthTexture, sharedRTManager.GetDepthStencilBuffer()); cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._NormalBufferTexture, sharedRTManager.GetNormalBuffer()); - cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); - cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[1], m_GbufferManager.GetBuffer(1)); - cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[2], m_GbufferManager.GetBuffer(2)); - cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3)); cmd.SetRayTracingTextureParam(subSurfaceShader, HDShaderIDs._SSSBufferTexture, m_SSSColor); cmd.SetGlobalTexture(HDShaderIDs._StencilTexture, sharedRTManager.GetDepthStencilBuffer(), RenderTextureSubElement.Stencil); @@ -442,7 +438,7 @@ void RenderSubsurfaceScattering(HDCamera hdCamera, CommandBuffer cmd, RTHandle c } } } - + // Combines specular lighting and diffuse lighting with subsurface scattering. // In the case our frame is MSAA, for the moment given the fact that we do not have read/write access to the stencil buffer of the MSAA target; we need to keep this pass MSAA diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader index 1f73432c54f..a07c2db955d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit.shader @@ -56,7 +56,7 @@ Shader "HDRP/TerrainLit" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // Terrain builtin keywords #pragma shader_feature_local _TERRAIN_8_LAYERS @@ -80,7 +80,7 @@ Shader "HDRP/TerrainLit" #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap - #pragma multi_compile _ _ALPHATEST_ON + #pragma multi_compile_local _ _ALPHATEST_ON // All our shaders use same name for entry point #pragma vertex Vert diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl index d970c565ac0..dbadb893782 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLitData.hlsl @@ -228,12 +228,6 @@ void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionIn float3 bentNormalWS = surfaceData.normalWS; - // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. - // Don't do spec occ from Ambient if there is no mask mask -#if defined(_MASKMAP) && !defined(_SPECULAR_OCCLUSION_NONE) - surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); -#endif - #ifdef DEBUG_DISPLAY if (_DebugMipMapMode != DEBUGMIPMAPMODE_NONE) { @@ -245,5 +239,11 @@ void GetSurfaceAndBuiltinData(inout FragInputs input, float3 V, inout PositionIn ApplyDebugToSurfaceData(input.tangentToWorld, surfaceData); #endif + // By default we use the ambient occlusion with Tri-ace trick (apply outside) for specular occlusion. + // Don't do spec occ from Ambient if there is no mask mask +#if defined(_MASKMAP) && !defined(_SPECULAR_OCCLUSION_NONE) + surfaceData.specularOcclusion = GetSpecularOcclusionFromAmbientOcclusion(ClampNdotV(dot(surfaceData.normalWS, V)), surfaceData.ambientOcclusion, PerceptualSmoothnessToRoughness(surfaceData.perceptualSmoothness)); +#endif + GetBuiltinData(input, V, posInput, surfaceData, 1, bentNormalWS, 0, builtinData); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader index eefc2b20259..04e30b41aea 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_Basemap.shader @@ -42,7 +42,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma shader_feature_local _DISABLE_DECALS #pragma shader_feature_local _TERRAIN_INSTANCED_PERPIXEL_NORMAL @@ -51,7 +51,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap" #pragma multi_compile_instancing #pragma instancing_options assumeuniformscaling nomatrices nolightprobe nolightmap - #pragma multi_compile _ _ALPHATEST_ON + #pragma multi_compile_local _ _ALPHATEST_ON #pragma vertex Vert #pragma fragment Frag diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader index d6dac6680e2..95ff0b3614a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/TerrainLit/TerrainLit_BasemapGen.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/TerrainLit_BasemapGen" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define SURFACE_GRADIENT // Must use Surface Gradient as the normal map texture format is now RG floating point #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader index 1f92abe2adc..379370346b4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.shader @@ -87,12 +87,15 @@ Shader "HDRP/Unlit" _MainTex("Albedo", 2D) = "white" {} _Color("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 + + // Debug constants must be exposed as properties so the shader is compatible + // with the SRP batcher + [HideInInspector] _UnlitColorMap_MipInfo("_UnlitColorMap_MipInfo", Vector) = (0, 0, 0, 0) } HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch //------------------------------------------------------------------------------------- // Variant @@ -110,10 +113,6 @@ Shader "HDRP/Unlit" #pragma shader_feature_local _ADD_PRECOMPUTED_VELOCITY - - //enable GPU instancing support - #pragma multi_compile_instancing - //------------------------------------------------------------------------------------- // Define //------------------------------------------------------------------------------------- @@ -153,6 +152,11 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + // Note: Require _ObjectId and _PassValue variables #define SHADERPASS SHADERPASS_DEPTH_ONLY @@ -195,6 +199,12 @@ Shader "HDRP/Unlit" ColorMask 0 0 HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ WRITE_MSAA_DEPTH // Note we don't need to define WRITE_NORMAL_BUFFER @@ -237,6 +247,12 @@ Shader "HDRP/Unlit" ColorMask 0 1 HLSLPROGRAM + + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ WRITE_MSAA_DEPTH // Note we don't need to define WRITE_NORMAL_BUFFER @@ -278,6 +294,11 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #pragma multi_compile _ DEBUG_DISPLAY #ifdef DEBUG_DISPLAY @@ -309,6 +330,11 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + // Lightmap memo // DYNAMICLIGHTMAP_ON is used when we have an "enlighten lightmap" ie a lightmap updated at runtime by enlighten.This lightmap contain indirect lighting from realtime lights and realtime emissive material.Offline baked lighting(from baked material / light, // both direct and indirect lighting) will hand up in the "regular" lightmap->LIGHTMAP_ON. @@ -342,6 +368,11 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #define SHADERPASS SHADERPASS_SHADOWS #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/Unlit.hlsl" @@ -376,6 +407,11 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + //enable GPU instancing support + #pragma multi_compile_instancing + #define SHADERPASS SHADERPASS_DISTORTION #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" @@ -401,6 +437,8 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #define SHADERPASS SHADERPASS_RAYTRACING_INDIRECT @@ -427,6 +465,8 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #define SHADERPASS SHADERPASS_RAYTRACING_FORWARD @@ -452,6 +492,8 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #pragma multi_compile _ LIGHTMAP_ON @@ -485,6 +527,8 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #define SHADOW_LOW @@ -512,6 +556,8 @@ Shader "HDRP/Unlit" HLSLPROGRAM + #pragma only_renderers d3d11 + #pragma raytracing surface_shader #define SHADOW_LOW diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs index 615d2af76bd..9a13f6b81b3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/PostProcessSystem.cs @@ -99,6 +99,9 @@ private enum SMAAStage bool m_DitheringFS; bool m_AntialiasingFS; + // Debug Exposure compensation (Drive by debug menu) to add to all exposure processed value + float m_DebugExposureCompensation; + // Physical camera ref HDPhysicalCamera m_PhysicalCamera; static readonly HDPhysicalCamera m_DefaultPhysicalCamera = new HDPhysicalCamera(); @@ -133,6 +136,15 @@ private enum SMAAStage HDRenderPipeline m_HDInstance; + void FillEmptyExposureTexture() + { + var tex = new Texture2D(1, 1, TextureFormat.RGHalf, false, true); + tex.SetPixel(0, 0, new Color(1f, ColorUtils.ConvertExposureToEV100(1f), 0f, 0f)); + tex.Apply(); + Graphics.Blit(tex, m_EmptyExposureTexture); + CoreUtils.Destroy(tex); + } + public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources defaultResources) { m_Resources = defaultResources; @@ -206,11 +218,7 @@ public PostProcessSystem(HDRenderPipelineAsset hdAsset, RenderPipelineResources // TODO: Write a version that uses structured buffer instead of texture to do atomic as Metal doesn't support atomics on textures. m_MotionBlurSupportsScattering = m_MotionBlurSupportsScattering && (SystemInfo.graphicsDeviceType != GraphicsDeviceType.Metal); - var tex = new Texture2D(1, 1, TextureFormat.RGHalf, false, true); - tex.SetPixel(0, 0, new Color(1f, ColorUtils.ConvertExposureToEV100(1f), 0f, 0f)); - tex.Apply(); - Graphics.Blit(tex, m_EmptyExposureTexture); - CoreUtils.Destroy(tex); + FillEmptyExposureTexture(); // Initialize our target pool to ease RT management m_Pool = new TargetPool(); @@ -264,6 +272,8 @@ public void Cleanup() RTHandles.Release(m_InternalLogLut); CoreUtils.Destroy(m_FinalPassMaterial); CoreUtils.Destroy(m_ClearBlackMaterial); + CoreUtils.Destroy(m_SMAAMaterial); + CoreUtils.Destroy(m_TemporalAAMaterial); CoreUtils.SafeRelease(m_BokehNearKernel); CoreUtils.SafeRelease(m_BokehFarKernel); CoreUtils.SafeRelease(m_BokehIndirectCmd); @@ -280,6 +290,8 @@ public void Cleanup() m_InternalLogLut = null; m_FinalPassMaterial = null; m_ClearBlackMaterial = null; + m_SMAAMaterial = null; + m_TemporalAAMaterial = null; m_BokehNearKernel = null; m_BokehFarKernel = null; m_BokehIndirectCmd = null; @@ -287,6 +299,23 @@ public void Cleanup() m_FarBokehTileList = null; } + // In some cases, the internal buffer of render textures might be invalid. + // Usually when using these textures with API such as SetRenderTarget, they are recreated internally. + // This is not the case when these textures are used exclusively with Compute Shaders. So to make sure they work in this case, we recreate them here. + void CheckRenderTexturesValidity() + { + if (!m_EmptyExposureTexture.rt.IsCreated()) + FillEmptyExposureTexture(); + + HDUtils.CheckRTCreated(m_InternalLogLut.rt); + HDUtils.CheckRTCreated(m_TempTexture1024.rt); + HDUtils.CheckRTCreated(m_TempTexture32.rt); + if (m_KeepAlpha) + { + HDUtils.CheckRTCreated(m_AlphaTexture.rt); + } + } + public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdInstance) { m_HDInstance = hdInstance; @@ -336,6 +365,10 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn m_DitheringFS = frameSettings.IsEnabled(FrameSettingsField.Dithering); m_AntialiasingFS = frameSettings.IsEnabled(FrameSettingsField.Antialiasing); + m_DebugExposureCompensation = m_HDInstance.m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugExposure; + + CheckRenderTexturesValidity(); + // Handle fixed exposure & disabled pre-exposure by forcing an exposure multiplier of 1 if (!m_ExposureControlFS) { @@ -344,7 +377,11 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn } else { - if (IsExposureFixed()) + // Fix exposure is store in Exposure Textures at the beginning of the frame as there is no need for color buffer + // Dynamic exposure (Auto, curve) is store in Exposure Textures at the end of the frame (as it rely on color buffer) + // Texture current and previous are swapped at the beginning of the frame. + bool isFixedExposure = IsExposureFixed(); + if (isFixedExposure) { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.FixedExposure))) { @@ -352,7 +389,14 @@ public void BeginFrame(CommandBuffer cmd, HDCamera camera, HDRenderPipeline hdIn } } - cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, GetExposureTexture(camera)); + // Note: GetExposureTexture(camera) must be call AFTER the call of DoFixedExposure to be correctly taken into account + // When we use Dynamic Exposure and we reset history we can't use pre-exposure (as there is no information) + // For this reasons we put neutral value at the beginning of the frame in Exposure textures and + // apply processed exposure from color buffer at the end of the Frame, only for a single frame. + // After that we re-use the pre-exposure system + RTHandle currentExposureTexture = (camera.resetPostProcessingHistory && !isFixedExposure) ? m_EmptyExposureTexture : GetExposureTexture(camera); + + cmd.SetGlobalTexture(HDShaderIDs._ExposureTexture, currentExposureTexture); cmd.SetGlobalTexture(HDShaderIDs._PrevExposureTexture, GetPreviousExposureTexture(camera)); } } @@ -415,7 +459,7 @@ void PoolSource(ref RTHandle src, RTHandle dst) #if UNITY_EDITOR if (isSceneView) - stopNaNs = HDRenderPipelinePreferences.sceneViewStopNaNs; + stopNaNs = HDAdditionalSceneViewSettings.sceneViewStopNaNs; #endif if (stopNaNs) @@ -457,9 +501,9 @@ void PoolSource(ref RTHandle src, RTHandle dst) cmd.DispatchCompute(cs, kernel, (camera.actualWidth + 7) / 8, (camera.actualHeight + 7) / 8, camera.viewCount); PoolSource(ref source, destination); + } } } - } if (m_PostProcessEnabled) { @@ -765,12 +809,12 @@ void DoFixedExposure(CommandBuffer cmd, HDCamera camera) if (m_Exposure.mode.value == ExposureMode.Fixed) { kernel = cs.FindKernel("KFixedExposure"); - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.fixedExposure.value, 0f, 0f, 0f)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, m_Exposure.fixedExposure.value, 0f, 0f)); } else if (m_Exposure.mode == ExposureMode.UsePhysicalCamera) { kernel = cs.FindKernel("KManualCameraExposure"); - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value, m_PhysicalCamera.aperture, m_PhysicalCamera.shutterSpeed, m_PhysicalCamera.iso)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, m_PhysicalCamera.aperture, m_PhysicalCamera.shutterSpeed, m_PhysicalCamera.iso)); } cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, prevExposure); @@ -848,9 +892,9 @@ void DoDynamicExposure(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer, if (camera.resetPostProcessingHistory) { - kernel = cs.FindKernel("KReset"); - cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._OutputTexture, prevExposure); - cmd.DispatchCompute(cs, kernel, 1, 1, 1); + // For Dynamic Exposure, we need to undo the pre-exposure from the color buffer to calculate the correct one + // When we reset history we must setup neutral value + prevExposure = m_EmptyExposureTexture; // Use neutral texture } m_ExposureVariants[0] = 1; // (int)exposureSettings.luminanceSource.value; @@ -882,14 +926,14 @@ void DoDynamicExposure(CommandBuffer cmd, HDCamera camera, RTHandle colorBuffer, // Reduction: 2nd pass (32 -> 1) + evaluate exposure if (m_Exposure.mode.value == ExposureMode.Automatic) { - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value, m_Exposure.limitMin.value, m_Exposure.limitMax.value, 0f)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, m_Exposure.limitMin.value, m_Exposure.limitMax.value, 0f)); m_ExposureVariants[3] = 1; } else if (m_Exposure.mode.value == ExposureMode.CurveMapping) { PrepareExposureCurveData(m_Exposure.curveMap.value, out float min, out float max); cmd.SetComputeTextureParam(cs, kernel, HDShaderIDs._ExposureCurveTexture, m_ExposureCurveTexture); - cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value, min, max, 0f)); + cmd.SetComputeVectorParam(cs, HDShaderIDs._ExposureParams, new Vector4(m_Exposure.compensation.value + m_DebugExposureCompensation, min, max, 0f)); m_ExposureVariants[3] = 2; } @@ -2184,7 +2228,11 @@ void DoColorGrading(CommandBuffer cmd, ComputeShader cs, int kernel) // Generate the lut // See the note about Metal & Intel in LutBuilder3D.compute - builderCS.GetKernelThreadGroupSizes(builderKernel, out uint threadX, out uint threadY, out uint threadZ); + // GetKernelThreadGroupSizes is currently broken on some binary versions. + //builderCS.GetKernelThreadGroupSizes(builderKernel, out uint threadX, out uint threadY, out uint threadZ); + uint threadX = 4; + uint threadY = 4; + uint threadZ = 4; cmd.DispatchCompute(builderCS, builderKernel, (int)((m_LutSize + threadX - 1u) / threadX), (int)((m_LutSize + threadY - 1u) / threadY), @@ -2644,7 +2692,11 @@ public RTHandle Get(in Vector2 scaleFactor, GraphicsFormat format, bool mipmap = var hashCode = ComputeHashCode(scaleFactor.x, scaleFactor.y, (int)format, mipmap); if (m_Targets.TryGetValue(hashCode, out var stack) && stack.Count > 0) - return stack.Pop(); + { + var tex = stack.Pop(); + HDUtils.CheckRTCreated(tex.rt); + return tex; + } var rt = RTHandles.Alloc( scaleFactor, TextureXR.slices, DepthBits.None, colorFormat: format, dimension: TextureXR.dimension, diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute index 5cb939db088..0dc06ab4412 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ApplyExposure.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute index 6283f54301f..f6073342ab1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomBlur.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain MAIN=KMain #pragma kernel KMainDownsample MAIN=KMainDownsample DOWNSAMPLE diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute index 54c5c88583d..627a1294a87 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomPrefilter.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomCommon.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute index a29375ee9aa..5cfe56c214b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomUpsample.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainLowQ MAIN=KMainLowQ LOW_QUALITY #pragma kernel KMainHighQ MAIN=KMainHighQ HIGH_QUALITY diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader index f12b936300b..58460eb2081 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ClearBlack.shader @@ -3,7 +3,7 @@ Shader "Hidden/HDRP/ClearBlack" HLSLINCLUDE #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ContrastAdaptiveSharpen.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ContrastAdaptiveSharpen.compute index 7e29259723d..2d64cd54246 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ContrastAdaptiveSharpen.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ContrastAdaptiveSharpen.compute @@ -1,4 +1,4 @@ -#pragma kernel KMain +#pragma kernel KMain #pragma kernel KInitialize #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" @@ -7,7 +7,7 @@ #define A_GPU 1 #define A_HLSL 1 -#include "ffx_a.h" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.hlsl" // two elements: // [0] = const0 // [1] = const1 @@ -42,7 +42,7 @@ void WritePix(AU2 gxy, AF4 casPix) _OutputTexture[COORD_TEXTURE2D_X(gxy)] = casPix; } -#include "ffx_cas.h" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.hlsl" [numthreads(64, 1, 1)] diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute index 483f92eb7a5..24103a8d596 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoC.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainPhysical #pragma kernel KMainManual diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute index 9535f976f39..01bd3790317 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCDilate.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute index 2796dbfc273..89a9052552a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCoCReproject.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute index b267b1de7a3..7954badc06c 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCombine.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainNearFarLowQ MAIN=KMainNearFarLowQ LOW_QUALITY NEAR FAR #pragma kernel KMainNearLowQ MAIN=KMainNearLowQ LOW_QUALITY NEAR diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute index 6ddc24e0c0d..3a4f9e030fc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldGather.compute @@ -1,8 +1,8 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#include "DepthOfFieldCommon.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainFar MAIN=KMainFar FAR #pragma kernel KMainFarTiles MAIN=KMainFarTiles FAR USE_TILES diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute index 74342651926..7532d083783 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldKernel.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" -#include "DepthOfFieldCommon.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KParametricBlurKernel MAIN=KParametricBlurKernel GROUP_SIZE=64 diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute index 5a59686f834..1613d7d7b77 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMip.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainColor MAIN=KMainColor CTYPE=float3 #pragma kernel KMainColorAlpha MAIN=KMainColorAlpha CTYPE=float4 diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute index 4c6b8a5600e..a4379e9e656 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldMipSafe.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain MAIN=KMain #pragma kernel KMainAlpha MAIN=KMainAlpha ENABLE_ALPHA diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute index 5d1e841612d..174e198da2a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldPrefilter.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainNearFar MAIN=KMainNearFar NEAR FAR #pragma kernel KMainNear MAIN=KMainNear NEAR diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute index 9174ec0f47c..108af07061b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldTileMax.compute @@ -1,8 +1,8 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#include "DepthOfFieldCommon.hlsl" +#include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/DepthOfFieldCommon.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KClear #pragma kernel KMainNearFar MAIN=KMainNearFar NEAR FAR diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute index d0c341ebb3e..8d413e4c841 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/Exposure.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KFixedExposure #pragma kernel KManualCameraExposure @@ -26,7 +26,7 @@ CBUFFER_START(cb) uint4 _Variants; CBUFFER_END -#define ParamEV100 _ExposureParams.x +#define ParamEV100 _ExposureParams.y #define ParamExposureCompensation _ExposureParams.x #define ParamAperture _ExposureParams.y #define ParamShutterSpeed _ExposureParams.z @@ -99,7 +99,9 @@ float AdaptExposure(float exposure) [numthreads(1,1,1)] void KFixedExposure(uint2 dispatchThreadId : SV_DispatchThreadID) { - _OutputTexture[dispatchThreadId] = float2(ConvertEV100ToExposure(ParamEV100), ParamEV100); + float ev100 = ParamEV100; + ev100 -= ParamExposureCompensation; + _OutputTexture[dispatchThreadId] = float2(ConvertEV100ToExposure(ev100), ev100); } // diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader index 0f440651f75..d6020747f36 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/FinalPass.shader @@ -4,7 +4,7 @@ Shader "Hidden/HDRP/FinalPass" #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile_local _ FXAA #pragma multi_compile_local _ GRAIN diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute index 2acd611a5c9..439e191d660 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/LutBuilder3D.compute @@ -2,7 +2,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KBuild_NoTonemap MAIN=KBuild_NoTonemap TONEMAPPING_NONE #pragma kernel KBuild_NeutralTonemap MAIN=KBuild_NeutralTonemap TONEMAPPING_NEUTRAL @@ -234,6 +234,7 @@ float3 Tonemap(float3 colorLinear) // allow anything higher than 256 threads. We'll use 4x4x4 then. // Ultimately it would nice to expose `maxTotalThreadsPerThreadgroup` for Metal... // Source: https://developer.apple.com/metal/Metal-Feature-Set-Tables.pdf +// It is important to keep this in sync with the group-size declared in PostProcessSystem.cs [numthreads(4,4,4)] void MAIN(uint3 dispatchThreadId : SV_DispatchThreadID) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute index f4f5038c71a..a6cc4248112 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurMotionVecPrep.compute @@ -2,7 +2,7 @@ #pragma kernel MotionVecPreppingCS MOTION_VEC_PREPPING -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define SKIP_PREPPING_IF_NOT_NEEDED defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTilePass.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTilePass.compute index 592cc63d568..00b075447dd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTilePass.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/MotionBlurTilePass.compute @@ -8,7 +8,7 @@ #pragma kernel TileGenPass TILE_GEN_KERNEL_NAME=TileGenPass GEN_PASS #pragma kernel TileNeighbourhood TILE_NEIGHBOURHOOD_KERNEL_NAME=TileNeighbourhood NEIGHBOURHOOD_PASS -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define USE_WAVE_INTRINSICS defined(PLATFORM_SUPPORTS_WAVE_INTRINSICS) diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute index 46e0b68d5f3..a4f1c6b84f0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/PaniniProjection.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMainGeneric MAIN=KMainGeneric GENERIC #pragma kernel KMainUnitDistance MAIN=KMainUnitDistance UNITDISTANCE diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader index b4f544290e6..00970be6749 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/SubpixelMorphologicalAntialiasing.shader @@ -8,7 +8,7 @@ Shader "Hidden/PostProcessing/SubpixelMorphologicalAntialiasing" HLSLINCLUDE -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile_local SMAA_PRESET_LOW SMAA_PRESET_MEDIUM SMAA_PRESET_HIGH ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader index 9ed2596df37..82bff1125dc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/TemporalAntiAliasing.shader @@ -12,7 +12,7 @@ Shader "Hidden/HDRP/TemporalAntialiasing" #pragma multi_compile_local _ ORTHOGRAPHIC #pragma multi_compile_local _ REDUCED_HISTORY_CONTRIB #pragma multi_compile_local _ ENABLE_ALPHA - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute index aabda26bc6b..0a2165ec060 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPost.compute @@ -5,7 +5,7 @@ #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/UberPostFeatures.cs.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/BloomCommon.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KMain_Variant0 MAIN=KMain_Variant0 VARIANT=0 #pragma kernel KMain_Variant1 MAIN=KMain_Variant1 VARIANT=1 @@ -231,7 +231,8 @@ void MAIN(uint3 dispatchThreadId : SV_DispatchThreadID) // Alpha mask #ifdef ENABLE_ALPHA // Post processing is not applied on pixels with zero alpha - color.xyz = lerp(inputColor.xyz, color.xyz, inputColor.a); + // Saturate is necessary to avoid issues when additive blending pushes the alpha over 1. + color.xyz = lerp(inputColor.xyz, color.xyz, saturate(inputColor.a)); #endif // Done diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.h.meta b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.h.meta deleted file mode 100644 index 5e8da5eaa28..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.h.meta +++ /dev/null @@ -1,27 +0,0 @@ -fileFormatVersion: 2 -guid: 8fa88e06d4412864faafeccb0dd1f265 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - defineConstraints: [] - isPreloaded: 0 - isOverridable: 1 - isExplicitlyReferenced: 0 - validateReferences: 1 - platformData: - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 0 - settings: - DefaultValueInitialized: true - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.h b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.hlsl similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.h rename to com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.hlsl diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.hlsl.meta new file mode 100644 index 00000000000..21ef14dc855 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_a.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: 09d6b4dd7349d95459ccc412508450cb +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.h.meta b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.h.meta deleted file mode 100644 index c047659b3d6..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.h.meta +++ /dev/null @@ -1,27 +0,0 @@ -fileFormatVersion: 2 -guid: 17dee6c96085bcf44bc645a7fb003797 -PluginImporter: - externalObjects: {} - serializedVersion: 2 - iconMap: {} - executionOrder: {} - defineConstraints: [] - isPreloaded: 0 - isOverridable: 1 - isExplicitlyReferenced: 0 - validateReferences: 1 - platformData: - - first: - Any: - second: - enabled: 1 - settings: {} - - first: - Editor: Editor - second: - enabled: 0 - settings: - DefaultValueInitialized: true - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.h b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.hlsl similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.h rename to com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.hlsl diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.hlsl.meta b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.hlsl.meta new file mode 100644 index 00000000000..6094016656c --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_cas.hlsl.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: c6604d0ef3ffab64089f9c5f537442c0 +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_lpm.h.meta b/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_lpm.h.meta deleted file mode 100644 index 7c08e1ba715..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/PostProcessing/Shaders/ffx_lpm.h.meta +++ /dev/null @@ -1,27 +0,0 @@ -fileFormatVersion: 2 -guid: 010ce9ea342d9824a95a715800cc8a60 -PluginImporter: - 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[Tooltip("Skips rendering settings to directly render in fullscreen (Useful for video).")] public bool fullscreenPassthrough = false; @@ -450,7 +453,10 @@ public void SetAOVRequests(AOVRequestDataCollection aovRequests) // When we are a preview, there is no way inside Unity to make a distinction between camera preview and material preview. // This property allow to say that we are an editor camera preview when the type is preview. - internal bool isEditorCameraPreview { get; set; } + /// + /// Unity support two type of preview: Camera preview and material preview. This property allow to know that we are an editor camera preview when the type is preview. + /// + public bool isEditorCameraPreview { get; internal set; } // This is use to copy data into camera for the Reset() workflow in camera editor /// @@ -467,6 +473,7 @@ public void CopyTo(HDAdditionalCameraData data) data.volumeAnchorOverride = volumeAnchorOverride; data.antialiasing = antialiasing; data.dithering = dithering; + data.xrRendering = xrRendering; physicalParameters.CopyTo(data.physicalParameters); data.renderingPathCustomFrameSettings = renderingPathCustomFrameSettings; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs index 5fb0e9bc083..4ba309b942b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Camera/HDCamera.cs @@ -1,4 +1,5 @@ using System; +using System.Diagnostics; using System.Collections.Generic; using System.Linq; using Utilities; @@ -18,6 +19,7 @@ namespace UnityEngine.Rendering.HighDefinition /// HDCamera class. /// This class holds all information for a given camera. Constants used for shading as well as buffers persistent from one frame to another etc. /// + [DebuggerDisplay("({camera.name})")] public class HDCamera { #region Public API @@ -50,6 +52,9 @@ public struct ViewConstants /// Utility matrix (used by sky) to map screen position to WS view direction. public Matrix4x4 pixelCoordToViewDirWS; + // We need this to track the previous VP matrix with camera translation excluded. Internal since it is used only in its "previous" form + internal Matrix4x4 viewProjectionNoCameraTrans; + /// World Space camera position. public Vector3 worldSpaceCameraPos; internal float pad0; @@ -251,6 +256,9 @@ internal HDAdditionalCameraData.ClearColorMode clearColorMode } } + HDAdditionalCameraData.ClearColorMode m_PreviousClearColorMode = HDAdditionalCameraData.ClearColorMode.None; + + internal Color backgroundColorHDR { get @@ -340,6 +348,12 @@ internal bool IsTAAEnabled() return antialiasing == AntialiasingMode.TemporalAntialiasing; } + internal bool IsSSREnabled() + { + var ssr = volumeStack.GetComponent(); + return frameSettings.IsEnabled(FrameSettingsField.SSR) && ssr.enabled.value; + } + internal bool IsVolumetricReprojectionEnabled() { bool a = Fog.IsVolumetricFogEnabled(this); @@ -389,7 +403,7 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, hdrp.ReinitializeVolumetricBufferParams(this); bool isCurrentColorPyramidRequired = frameSettings.IsEnabled(FrameSettingsField.Refraction) || frameSettings.IsEnabled(FrameSettingsField.Distortion); - bool isHistoryColorPyramidRequired = frameSettings.IsEnabled(FrameSettingsField.SSR) || antialiasing == AntialiasingMode.TemporalAntialiasing; + bool isHistoryColorPyramidRequired = IsSSREnabled() || antialiasing == AntialiasingMode.TemporalAntialiasing; bool isVolumetricHistoryRequired = IsVolumetricReprojectionEnabled(); int numColorPyramidBuffersRequired = 0; @@ -406,6 +420,8 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, // Reinit the system. colorPyramidHistoryIsValid = false; volumetricHistoryIsValid = false; + // Since we nuke all history we must inform the post process system too. + resetPostProcessingHistory = true; // The history system only supports the "nuke all" option. m_HistoryRTSystem.Dispose(); @@ -458,16 +474,15 @@ internal void Update(FrameSettings currentFrameSettings, HDRenderPipeline hdrp, screenSize = new Vector4(screenWidth, screenHeight, 1.0f / screenWidth, 1.0f / screenHeight); screenParams = new Vector4(screenSize.x, screenSize.y, 1 + screenSize.z, 1 + screenSize.w); + const int kMaxSampleCount = 8; + if (++taaFrameIndex >= kMaxSampleCount) + taaFrameIndex = 0; + UpdateAllViewConstants(); isFirstFrame = false; cameraFrameCount++; hdrp.UpdateVolumetricBufferParams(this); - - // Here we use the non scaled resolution for the RTHandleSystem ref size because we assume that at some point we will need full resolution anyway. - // This is necessary because we assume that after post processes, we have the full size render target for debug rendering - // The only point of calling this here is to grow the render targets. The call in BeginRender will setup the current RTHandle viewport size. - RTHandles.SetReferenceSize(nonScaledViewport.x, nonScaledViewport.y, msaaSamples); } // Updating RTHandle needs to be done at the beginning of rendering (not during update of HDCamera which happens in batches) @@ -546,6 +561,20 @@ internal static void CleanUnused() s_Cleanup.Clear(); } + internal static void ResetAllHistoryRTHandleSystems(int width, int height) + { + foreach (var kvp in s_Cameras) + { + var hdCamera = kvp.Value; + var currentHistorySize = hdCamera.m_HistoryRTSystem.rtHandleProperties.currentRenderTargetSize; + // We only reset if the new size if smaller than current reference (otherwise we might increase the size of off screen camera with lower resolution than the new reference. + if (width < currentHistorySize.x || height < currentHistorySize.y) + { + hdCamera.m_HistoryRTSystem.ResetReferenceSize(width, height); + } + } + } + // Set up UnityPerView CBuffer. internal void SetupGlobalParams(CommandBuffer cmd, int frameCount) { @@ -592,12 +621,13 @@ internal void SetupGlobalParams(CommandBuffer cmd, int frameCount) float exposureMultiplierForProbes = 1.0f / Mathf.Max(probeRangeCompressionFactor, 1e-6f); cmd.SetGlobalFloat(HDShaderIDs._ProbeExposureScale, exposureMultiplierForProbes); - // TODO: qualify this code with xr.singlePassEnabled when compute shaders can use keywords + // XRTODO: qualify this code with xr.singlePassEnabled when compute shaders can use keywords if (true) { cmd.SetGlobalInt(HDShaderIDs._XRViewCount, viewCount); // Convert AoS to SoA for GPU constant buffer until we can use StructuredBuffer via command buffer + // XRTODO: use the new API and remove this code for (int i = 0; i < viewCount; i++) { m_XRViewMatrix[i] = m_XRViewConstants[i].viewMatrix; @@ -632,6 +662,7 @@ internal void SetupGlobalParams(CommandBuffer cmd, int frameCount) cmd.SetGlobalVectorArray(HDShaderIDs._XRPrevWorldSpaceCameraPos, m_XRPrevWorldSpaceCameraPos); } + cmd.SetGlobalInt(HDShaderIDs._TransparentCameraOnlyMotionVectors, (frameSettings.IsEnabled(FrameSettingsField.MotionVectors) && !frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector)) ? 1 : 0); } internal void AllocateAmbientOcclusionHistoryBuffer(float scaleFactor) @@ -829,7 +860,7 @@ void UpdateAntialiasing() #if UNITY_EDITOR else if (camera.cameraType == CameraType.SceneView) { - var mode = HDRenderPipelinePreferences.sceneViewAntialiasing; + var mode = HDAdditionalSceneViewSettings.sceneViewAntialiasing; if (mode == AntialiasingMode.TemporalAntialiasing && !animateMaterials) antialiasing = AntialiasingMode.None; @@ -854,9 +885,11 @@ void UpdateAntialiasing() } // When changing antialiasing mode to TemporalAA we must reset the history, otherwise we get one frame of garbage - if (previousAntialiasing != antialiasing && antialiasing == AntialiasingMode.TemporalAntialiasing) + if ( (previousAntialiasing != antialiasing && antialiasing == AntialiasingMode.TemporalAntialiasing) + || (m_PreviousClearColorMode != clearColorMode)) { resetPostProcessingHistory = true; + m_PreviousClearColorMode = clearColorMode; } } @@ -873,6 +906,8 @@ void UpdateAllViewConstants() if (m_XRViewConstants == null || m_XRViewConstants.Length != viewCount) { m_XRViewConstants = new ViewConstants[viewCount]; + resetPostProcessingHistory = true; + isFirstFrame = true; } UpdateAllViewConstants(IsTAAEnabled(), true); @@ -935,6 +970,13 @@ void UpdateViewConstants(ref ViewConstants viewConstants, Matrix4x4 projMatrix, } var gpuVP = gpuNonJitteredProj * gpuView; + Matrix4x4 noTransViewMatrix = gpuView; + if (ShaderConfig.s_CameraRelativeRendering == 0) + { + noTransViewMatrix.SetColumn(3, new Vector4(0, 0, 0, 1)); + + } + var gpuVPNoTrans = gpuNonJitteredProj * noTransViewMatrix; // A camera can be rendered multiple times in a single frame with different resolution/fov that would change the projection matrix // In this case we need to update previous rendering information. @@ -947,12 +989,13 @@ void UpdateViewConstants(ref ViewConstants viewConstants, Matrix4x4 projMatrix, viewConstants.prevWorldSpaceCameraPos = cameraPosition; viewConstants.prevViewProjMatrix = gpuVP; viewConstants.prevInvViewProjMatrix = viewConstants.prevViewProjMatrix.inverse; + viewConstants.prevViewProjMatrixNoCameraTrans = gpuVPNoTrans; } else { viewConstants.prevWorldSpaceCameraPos = viewConstants.worldSpaceCameraPos; viewConstants.prevViewProjMatrix = viewConstants.nonJitteredViewProjMatrix; - viewConstants.prevViewProjMatrixNoCameraTrans = viewConstants.prevViewProjMatrix; + viewConstants.prevViewProjMatrixNoCameraTrans = viewConstants.viewProjectionNoCameraTrans; } } @@ -965,6 +1008,7 @@ void UpdateViewConstants(ref ViewConstants viewConstants, Matrix4x4 projMatrix, viewConstants.nonJitteredViewProjMatrix = gpuNonJitteredProj * gpuView; viewConstants.worldSpaceCameraPos = cameraPosition; viewConstants.worldSpaceCameraPosViewOffset = Vector3.zero; + viewConstants.viewProjectionNoCameraTrans = gpuVPNoTrans; var gpuProjAspect = HDUtils.ProjectionMatrixAspect(gpuProj); viewConstants.pixelCoordToViewDirWS = ComputePixelCoordToWorldSpaceViewDirectionMatrix(viewConstants, screenSize, gpuProjAspect); @@ -976,12 +1020,6 @@ void UpdateViewConstants(ref ViewConstants viewConstants, Matrix4x4 projMatrix, viewConstants.prevViewProjMatrix *= Matrix4x4.Translate(cameraDisplacement); // Now prevViewProjMatrix correctly transforms this frame's camera-relative positionWS viewConstants.prevInvViewProjMatrix = viewConstants.prevViewProjMatrix.inverse; } - else - { - Matrix4x4 noTransViewMatrix = viewMatrix; - noTransViewMatrix.SetColumn(3, new Vector4(0, 0, 0, 1)); - viewConstants.prevViewProjMatrixNoCameraTrans = gpuNonJitteredProj * noTransViewMatrix; - } } void UpdateFrustum(in ViewConstants viewConstants) @@ -1106,8 +1144,8 @@ void UpdateVolumeAndPhysicalParameters() Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) { - // Do not add extra jitter in VR (micro-variations from head tracking are enough) - if (xr.enabled) + // Do not add extra jitter in VR unless requested (micro-variations from head tracking are usually enough) + if (xr.enabled && !HDRenderPipeline.currentAsset.currentPlatformRenderPipelineSettings.xrSettings.cameraJitter) { taaJitter = Vector4.zero; return origProj; @@ -1119,10 +1157,6 @@ Matrix4x4 GetJitteredProjectionMatrix(Matrix4x4 origProj) float jitterY = HaltonSequence.Get((taaFrameIndex & 1023) + 1, 3) - 0.5f; taaJitter = new Vector4(jitterX, jitterY, jitterX / actualWidth, jitterY / actualHeight); - const int kMaxSampleCount = 8; - if (++taaFrameIndex >= kMaxSampleCount) - taaFrameIndex = 0; - Matrix4x4 proj; if (camera.orthographic) @@ -1192,6 +1226,10 @@ Matrix4x4 ComputePixelCoordToWorldSpaceViewDirectionMatrix(ViewConstants viewCon } float verticalFoV = camera.GetGateFittedFieldOfView() * Mathf.Deg2Rad; + if (!camera.usePhysicalProperties) + { + verticalFoV = Mathf.Atan(-1.0f / viewConstants.projMatrix[1, 1]) * 2; + } Vector2 lensShift = camera.GetGateFittedLensShift(); return HDUtils.ComputePixelCoordToWorldSpaceViewDirectionMatrix(verticalFoV, lensShift, resolution, viewConstants.viewMatrix, false, aspect); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs index 5bee02315d9..f77d6923019 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/GlobalPostProcessingQualitySettings.cs @@ -33,6 +33,11 @@ public ScalableSettingLevelParameter(int level, bool useOverride, bool overrideS } + internal static int GetScalableSettingLevelParameterValue(int level, bool useOverride) + { + return useOverride ? LevelCount : (int)level; + } + /// /// Level and Override. /// @@ -42,7 +47,7 @@ public ScalableSettingLevelParameter(int level, bool useOverride, bool overrideS set { var (level, useOverride) = value; - this.value = useOverride ? LevelCount : (int)level; + this.value = GetScalableSettingLevelParameterValue(level, useOverride); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs index 815883bdd96..8959bcbc944 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDProfileId.cs @@ -75,6 +75,7 @@ internal enum HDProfileId RenderWireFrame, PushToColorPicker, ResolveMSAAColor, + ResolveMSAAMotionVector, ResolveMSAADepth, ConvolveReflectionProbe, ConvolvePlanarReflectionProbe, @@ -140,6 +141,8 @@ internal enum HDProfileId // Misc VolumeUpdate, CustomPassVolumeUpdate, + + // XR XROcclusionMesh, XRMirrorView, XRCustomMirrorView, diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs index 1541719d28c..f7e43e38ecb 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LightLoop.cs @@ -161,7 +161,7 @@ LightingOutput RenderDeferredLighting( RenderGraph renderGraph, using (var builder = renderGraph.AddRenderPass("Deferred Lighting", out var passData)) { - passData.parameters = PrepareDeferredLightingParameters(hdCamera, debugDisplaySettings); + passData.parameters = PrepareDeferredLightingParameters(hdCamera, m_CurrentDebugDisplaySettings); // TODO: Move this inside the render function onces compute buffers are RenderGraph ready passData.resources = new DeferredLightingResources(); @@ -245,7 +245,7 @@ RenderGraphResource RenderSSR( RenderGraph renderGraph, { var ssrBlackTexture = renderGraph.ImportTexture(TextureXR.GetBlackTexture(), HDShaderIDs._SsrLightingTexture); - if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + if (!hdCamera.IsSSREnabled()) return ssrBlackTexture; RenderGraphResource result; @@ -254,9 +254,9 @@ RenderGraphResource RenderSSR( RenderGraph renderGraph, //var settings = hdCamera.volumeStack.GetComponent(); //if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value) //{ - // hdCamera.xr.StartSinglePass(cmd, hdCamera.camera, renderContext); + // hdCamera.xr.StartSinglePass(cmd); // RenderRayTracedReflections(hdCamera, cmd, m_SsrLightingTexture, renderContext, m_FrameCount); - // hdCamera.xr.StopSinglePass(cmd, hdCamera.camera, renderContext); + // hdCamera.xr.StopSinglePass(cmd); //} //else { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs index b8cc17d3187..1d3aa84ec17 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.LookDev.cs @@ -5,6 +5,10 @@ namespace UnityEngine.Rendering.HighDefinition { public partial class HDRenderPipeline : IDataProvider { +#if UNITY_EDITOR + int m_LookDevVolumeProfileHash = -1; +#endif + struct LookDevDataForHDRP { public HDAdditionalCameraData additionalCameraData; @@ -14,6 +18,65 @@ struct LookDevDataForHDRP public Volume volume; } +#if UNITY_EDITOR + bool UpdateVolumeProfile(Volume volume, out VisualEnvironment visualEnvironment, out HDRISky sky) + { + HDRenderPipelineAsset hdrpAsset = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset; + if (hdrpAsset.defaultLookDevProfile == null) + hdrpAsset.defaultLookDevProfile = hdrpAsset.renderPipelineEditorResources.lookDev.defaultLookDevVolumeProfile; + + int newHashCode = hdrpAsset.defaultLookDevProfile.GetHashCode(); + if (newHashCode != m_LookDevVolumeProfileHash) + { + VolumeProfile oldProfile = volume.sharedProfile; + + m_LookDevVolumeProfileHash = newHashCode; + + VolumeProfile profile = ScriptableObject.Instantiate(hdrpAsset.defaultLookDevProfile); + volume.sharedProfile = profile; + + // Remove potentially existing components in the user profile. + if (profile.TryGet(out visualEnvironment)) + profile.Remove(); + + if (profile.TryGet(out sky)) + profile.Remove(); + + // If there was a profile before we needed to re-instantiate the new profile, we need to copy the data over for sky settings. + if (oldProfile != null) + { + if (oldProfile.TryGet(out HDRISky oldSky)) + { + sky = Object.Instantiate(oldSky); + profile.components.Add(sky); + } + if (oldProfile.TryGet(out VisualEnvironment oldVisualEnv)) + { + visualEnvironment = Object.Instantiate(oldVisualEnv); + profile.components.Add(visualEnvironment); + } + + CoreUtils.Destroy(oldProfile); + } + else + { + visualEnvironment = profile.Add(); + visualEnvironment.skyType.Override((int)SkyType.HDRI); + visualEnvironment.skyAmbientMode.Override(SkyAmbientMode.Dynamic); + sky = profile.Add(); + } + + return true; + } + else + { + visualEnvironment = null; + sky = null; + return false; + } + } +#endif + /// /// This hook allows HDRP to init the scene when creating the view /// @@ -51,24 +114,11 @@ void IDataProvider.FirstInitScene(StageRuntimeInterface SRI) volume.priority = float.MaxValue; volume.enabled = false; -#if UNITY_EDITOR - HDRenderPipelineAsset hdrpAsset = GraphicsSettings.renderPipelineAsset as HDRenderPipelineAsset; - if (hdrpAsset.defaultLookDevProfile == null) - hdrpAsset.defaultLookDevProfile = hdrpAsset.renderPipelineEditorResources.lookDev.defaultLookDevVolumeProfile; - VolumeProfile profile = ScriptableObject.Instantiate(hdrpAsset.defaultLookDevProfile); - volume.sharedProfile = profile; - VisualEnvironment visualEnvironment; - if (profile.TryGet(out visualEnvironment)) - profile.Remove(); - visualEnvironment = profile.Add(); - visualEnvironment.skyType.Override((int)SkyType.HDRI); - visualEnvironment.skyAmbientMode.Override(SkyAmbientMode.Dynamic); - - HDRISky sky; - if (profile.TryGet(out sky)) - profile.Remove(); - sky = profile.Add(); +#if UNITY_EDITOR + // Make sure we invalidate the current volume when first loading a scene. + m_LookDevVolumeProfileHash = -1; + UpdateVolumeProfile(volume, out var visualEnvironment, out var sky); SRI.SRPData = new LookDevDataForHDRP() { @@ -79,7 +129,7 @@ void IDataProvider.FirstInitScene(StageRuntimeInterface SRI) volume = volume }; #else - //remove unasigned warnings when building + //remove unassigned warnings when building SRI.SRPData = new LookDevDataForHDRP() { additionalCameraData = null, @@ -122,6 +172,15 @@ void IDataProvider.UpdateSky(Camera camera, Sky sky, StageRuntimeInterface SRI) void IDataProvider.OnBeginRendering(StageRuntimeInterface SRI) { LookDevDataForHDRP data = (LookDevDataForHDRP)SRI.SRPData; +#if UNITY_EDITOR + // The default volume can change in the HDRP asset so if it does we need to re-instantiate it. + if (UpdateVolumeProfile(data.volume, out var visualEnv, out var sky)) + { + data.sky = sky; + data.visualEnvironment = visualEnv; + SRI.SRPData = data; + } +#endif data.volume.enabled = true; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs index 70b859e96dd..43843502fca 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.Prepass.cs @@ -333,7 +333,7 @@ void SetupGBufferTargets(RenderGraph renderGraph, HDCamera hdCamera, GBufferPass passData.gbufferRT[0] = builder.UseColorBuffer(sssBuffer, 0); passData.gbufferRT[1] = builder.UseColorBuffer(prepassOutput.normalBuffer, 1); // If we are in deferred mode and the SSR is enabled, we need to make sure that the second gbuffer is cleared given that we are using that information for clear coat selection - bool clearGBuffer2 = clearGBuffer || hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR); + bool clearGBuffer2 = clearGBuffer || hdCamera.IsSSREnabled(); passData.gbufferRT[2] = builder.UseColorBuffer(renderGraph.CreateTexture( new TextureDesc(Vector2.one, true, true) { colorFormat = GraphicsFormat.R8G8B8A8_UNorm, clearBuffer = clearGBuffer2, clearColor = Color.clear, name = "GBuffer2" }, HDShaderIDs._GBufferTexture[2]), 2); passData.gbufferRT[3] = builder.UseColorBuffer(renderGraph.CreateTexture( diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs index e4a5fdbc754..0ec08f3bb35 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraph.cs @@ -107,9 +107,9 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, // TODO RENDERGRAPH //using (new ProfilingSample(cmd, "Render screen space shadows", CustomSamplerId.ScreenSpaceShadows.GetSampler())) //{ - // hdCamera.xr.StartSinglePass(cmd, camera, renderContext); + // hdCamera.xr.StartSinglePass(cmd); // RenderScreenSpaceShadows(hdCamera, cmd); - // hdCamera.xr.StopSinglePass(cmd, camera, renderContext); + // hdCamera.xr.StopSinglePass(cmd); //} var volumetricLighting = VolumetricLightingPass(m_RenderGraph, hdCamera, volumetricDensityBuffer, m_TileAndClusterData.bigTileLightList, shadowResult, m_FrameCount); @@ -144,7 +144,7 @@ void ExecuteWithRenderGraph( RenderRequest renderRequest, aovRequest.PushCameraTexture(m_RenderGraph, AOVBuffers.MotionVectors, hdCamera, prepassOutput.resolvedMotionVectorsBuffer, aovBuffers); // This final Gaussian pyramid can be reused by SSR, so disable it only if there is no distortion - if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.Distortion) || hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.Distortion) || hdCamera.IsSSREnabled()) GenerateColorPyramid(m_RenderGraph, hdCamera, colorBuffer, currentColorPyramid, false); var distortionBuffer = AccumulateDistortion(m_RenderGraph, hdCamera, prepassOutput.resolvedDepthBuffer, cullingResults); @@ -754,7 +754,7 @@ class RenderSkyPassData void RenderSky(RenderGraph renderGraph, HDCamera hdCamera, RenderGraphMutableResource colorBuffer, RenderGraphResource volumetricLighting, RenderGraphMutableResource depthStencilBuffer, RenderGraphResource depthTexture) { - if (m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + if (m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) { return; } @@ -815,7 +815,7 @@ void GenerateColorPyramid(RenderGraph renderGraph, HDCamera hdCamera, RenderGrap return; } // This final Gaussian pyramid can be reused by SSR, so disable it only if there is no distortion - else if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.Distortion) && !hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + else if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.Distortion) && !hdCamera.IsSSREnabled()) { return; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs index fce18652309..ce0f110a96e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.RenderGraphUtils.cs @@ -37,7 +37,7 @@ bool NeedClearColorBuffer(HDCamera hdCamera) // If the luxmeter is enabled, the sky isn't rendered so we clear the background color m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter || // If the matcap view is enabled, the sky isn't updated so we clear the background color - m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera) || + m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera) || // If we want the sky but the sky don't exist, still clear with background color (hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky && !m_SkyManager.IsVisualSkyValid(hdCamera)) || // Special handling for Preview we force to clear with background color (i.e black) @@ -56,7 +56,7 @@ Color GetColorBufferClearColor(HDCamera hdCamera) // We set the background color to black when the luxmeter is enabled to avoid picking the sky color if (m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter || - m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) clearColor = Color.black; return clearColor; @@ -66,7 +66,6 @@ Color GetColorBufferClearColor(HDCamera hdCamera) // XR Specific class XRRenderingPassData { - public Camera camera; public XRPass xr; } @@ -76,13 +75,12 @@ internal static void StartXRSinglePass(RenderGraph renderGraph, HDCamera hdCamer { using (var builder = renderGraph.AddRenderPass("Start XR single-pass", out var passData)) { - passData.camera = hdCamera.camera; passData.xr = hdCamera.xr; builder.SetRenderFunc( (XRRenderingPassData data, RenderGraphContext context) => { - data.xr.StartSinglePass(context.cmd, data.camera, context.renderContext); + data.xr.StartSinglePass(context.cmd); }); } } @@ -94,13 +92,12 @@ internal static void StopXRSinglePass(RenderGraph renderGraph, HDCamera hdCamera { using (var builder = renderGraph.AddRenderPass("Stop XR single-pass", out var passData)) { - passData.camera = hdCamera.camera; passData.xr = hdCamera.xr; builder.SetRenderFunc( (XRRenderingPassData data, RenderGraphContext context) => { - data.xr.StopSinglePass(context.cmd, data.camera, context.renderContext); + data.xr.StopSinglePass(context.cmd); }); } } @@ -122,7 +119,7 @@ void EndCameraXR(RenderGraph renderGraph, HDCamera hdCamera) builder.SetRenderFunc( (EndCameraXRPassData data, RenderGraphContext ctx) => { - data.hdCamera.xr.EndCamera(ctx.cmd, data.hdCamera, ctx.renderContext); + data.hdCamera.xr.EndCamera(ctx.cmd, data.hdCamera); }); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs index e13b1e9310a..a89b4ef6df4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs @@ -46,7 +46,7 @@ static HDRenderPipeline() #endif } - static Volume GetOrCreateDefaultVolume() + internal static Volume GetOrCreateDefaultVolume() { if (s_DefaultVolume == null || s_DefaultVolume.Equals(null)) { @@ -56,6 +56,7 @@ static Volume GetOrCreateDefaultVolume() s_DefaultVolume.priority = float.MinValue; s_DefaultVolume.sharedProfile = defaultVolumeProfile; } + if ( // In case the asset was deleted or the reference removed s_DefaultVolume.sharedProfile == null || s_DefaultVolume.sharedProfile.Equals(null) @@ -66,7 +67,14 @@ static Volume GetOrCreateDefaultVolume() || !UnityEditor.AssetDatabase.Contains(s_DefaultVolume.sharedProfile) #endif ) + { + s_DefaultVolume.sharedProfile = defaultVolumeProfile; + } + + if (s_DefaultVolume.sharedProfile != defaultVolumeProfile) + { s_DefaultVolume.sharedProfile = defaultVolumeProfile; + } return s_DefaultVolume; } @@ -95,7 +103,16 @@ static Volume GetOrCreateDefaultVolume() readonly PostProcessSystem m_PostProcessSystem; readonly XRSystem m_XRSystem; + // Keep track of previous Graphic and QualitySettings value to reset when switching to another pipeline + bool m_PreviousLightsUseLinearIntensity; + bool m_PreviousLightsUseColorTemperature; + bool m_PreviousSRPBatcher; + ShadowmaskMode m_PreviousShadowMaskMode; + bool m_FrameSettingsHistoryEnabled = false; +#if UNITY_EDITOR + bool m_PreviousEnableCookiesInLightmapper = false; +#endif /// /// This functions allows the user to have an approximation of the number of rays that were traced for a given frame. @@ -203,6 +220,8 @@ static Volume GetOrCreateDefaultVolume() RenderStateBlock m_DepthStateOpaque; + readonly List m_ActivePassVolumes = new List(6); + // Detect when windows size is changing int m_MaxCameraWidth; int m_MaxCameraHeight; @@ -242,6 +261,7 @@ internal int GetMaxScreenSpaceShadows() } readonly SkyManager m_SkyManager = new SkyManager(); + internal SkyManager skyManager { get { return m_SkyManager; } } readonly AmbientOcclusionSystem m_AmbientOcclusionSystem; // Debugging @@ -295,6 +315,7 @@ internal bool showCascade // MSAA resolve materials Material m_ColorResolveMaterial = null; + Material m_MotionVectorResolve = null; // Flag that defines if ray tracing is supported by the current asset and platform bool m_RayTracingSupported = false; @@ -323,12 +344,7 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau m_ValidAPI = true; - if (!SetRenderingFeatures()) - { - m_ValidAPI = false; - - return; - } + SetRenderingFeatures(); // The first thing we need to do is to set the defines that depend on the render pipeline settings m_RayTracingSupported = GatherRayTracingSupport(m_Asset.currentPlatformRenderPipelineSettings); @@ -351,10 +367,18 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau ValidateResources(); #endif + // We need to call this after the resource initialization as we attempt to use them in checking the supported API. + if (!CheckAPIValidity()) + { + m_ValidAPI = false; + + return; + } + // Initial state of the RTHandle system. // Tells the system that we will require MSAA or not so that we can avoid wasteful render texture allocation. - // TODO: Might want to initialize to at least the window resolution to avoid un-necessary re-alloc in the player - RTHandles.Initialize(1, 1, m_Asset.currentPlatformRenderPipelineSettings.supportMSAA, m_Asset.currentPlatformRenderPipelineSettings.msaaSampleCount); + // We initialize to screen width/height to avoid multiple realloc that can lead to inflated memory usage (as releasing of memory is delayed). + RTHandles.Initialize(Screen.width, Screen.height, m_Asset.currentPlatformRenderPipelineSettings.supportMSAA, m_Asset.currentPlatformRenderPipelineSettings.msaaSampleCount); m_XRSystem = new XRSystem(asset.renderPipelineResources.shaders); m_GPUCopy = new GPUCopy(defaultResources.shaders.copyChannelCS); @@ -481,6 +505,7 @@ public HDRenderPipeline(HDRenderPipelineAsset asset, HDRenderPipelineAsset defau InitializePrepass(m_Asset); m_ColorResolveMaterial = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.shaders.colorResolvePS); + m_MotionVectorResolve = CoreUtils.CreateEngineMaterial(asset.renderPipelineResources.shaders.resolveMotionVecPS); } #if UNITY_EDITOR @@ -544,6 +569,20 @@ void ValidateResources() #endif + /// + /// Resets the reference size of the internal RTHandle System. + /// This allows users to reduce the memory footprint of render textures after doing a super sampled rendering pass for example. + /// + /// New width of the internal RTHandle System. + /// New height of the internal RTHandle System. + public void ResetRTHandleReferenceSize(int width, int height) + { + RTHandles.ResetReferenceSize(width, height); + HDCamera.ResetAllHistoryRTHandleSystems(width, height); + if (m_RenderGraph != null) + m_RenderGraph.ResetRTHandleReferenceSize(width, height); + } + void InitializeRenderTextures() { RenderPipelineSettings settings = m_Asset.currentPlatformRenderPipelineSettings; @@ -582,7 +621,7 @@ void InitializeRenderTextures() } // Let's create the MSAA textures - if (m_Asset.currentPlatformRenderPipelineSettings.supportMSAA) + if (m_Asset.currentPlatformRenderPipelineSettings.supportMSAA && m_Asset.currentPlatformRenderPipelineSettings.supportedLitShaderMode != RenderPipelineSettings.SupportedLitShaderMode.DeferredOnly) { m_CameraColorMSAABuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GetColorBufferFormat(), bindTextureMS: true, enableMSAA: true, useDynamicScale: true, name: "CameraColorMSAA"); m_OpaqueAtmosphericScatteringMSAABuffer = RTHandles.Alloc(Vector2.one, TextureXR.slices, dimension: TextureXR.dimension, colorFormat: GetColorBufferFormat(), bindTextureMS: true, enableMSAA: true, useDynamicScale: true, name: "OpaqueAtmosphericScatteringMSAA"); @@ -640,28 +679,34 @@ void DestroyRenderTextures() RTHandles.Release(m_CameraSssDiffuseLightingMSAABuffer); } - bool SetRenderingFeatures() + void SetRenderingFeatures() { // Set sub-shader pipeline tag Shader.globalRenderPipeline = "HDRenderPipeline"; // HD use specific GraphicsSettings + m_PreviousLightsUseLinearIntensity = GraphicsSettings.lightsUseLinearIntensity; GraphicsSettings.lightsUseLinearIntensity = true; + m_PreviousLightsUseColorTemperature = GraphicsSettings.lightsUseColorTemperature; GraphicsSettings.lightsUseColorTemperature = true; - + m_PreviousSRPBatcher = GraphicsSettings.useScriptableRenderPipelineBatching; GraphicsSettings.useScriptableRenderPipelineBatching = m_Asset.enableSRPBatcher; + // In case shadowmask mode isn't setup correctly, force it to correct usage (as there is no UI to fix it) + m_PreviousShadowMaskMode = QualitySettings.shadowmaskMode; + QualitySettings.shadowmaskMode = ShadowmaskMode.DistanceShadowmask; + SupportedRenderingFeatures.active = new SupportedRenderingFeatures() { reflectionProbeModes = SupportedRenderingFeatures.ReflectionProbeModes.Rotation, defaultMixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly, - mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask, + mixedLightingModes = SupportedRenderingFeatures.LightmapMixedBakeModes.IndirectOnly | (m_Asset.currentPlatformRenderPipelineSettings.supportShadowMask ? SupportedRenderingFeatures.LightmapMixedBakeModes.Shadowmask : 0), lightmapBakeTypes = LightmapBakeType.Baked | LightmapBakeType.Mixed | LightmapBakeType.Realtime, lightmapsModes = LightmapsMode.NonDirectional | LightmapsMode.CombinedDirectional, lightProbeProxyVolumes = true, motionVectors = true, receiveShadows = false, - reflectionProbes = true, + reflectionProbes = false, rendererPriority = true, overridesFog = true, overridesOtherLightingSettings = true, @@ -670,15 +715,19 @@ bool SetRenderingFeatures() , enlighten = false , overridesLODBias = true , overridesMaximumLODLevel = true -#if UNITY_2020_1_OR_NEWER , terrainDetailUnsupported = true - , rendererProbes = false -#endif + , overridesShadowmask = true // Don't display the shadow mask UI in Quality Settings + , overrideShadowmaskMessage = "\nThe Shadowmask Mode used at run time can be found in the Shadows section of Light component." + , overridesRealtimeReflectionProbes = true // Don't display the real time reflection probes checkbox UI in Quality Settings }; Lightmapping.SetDelegate(GlobalIlluminationUtils.hdLightsDelegate); #if UNITY_EDITOR + // HDRP always enable baking of cookie by default + m_PreviousEnableCookiesInLightmapper = UnityEditor.EditorSettings.enableCookiesInLightmapper; + UnityEditor.EditorSettings.enableCookiesInLightmapper = true; + SceneViewDrawMode.SetupDrawMode(); if (UnityEditor.PlayerSettings.colorSpace == ColorSpace.Gamma) @@ -686,7 +735,10 @@ bool SetRenderingFeatures() Debug.LogError("High Definition Render Pipeline doesn't support Gamma mode, change to Linear mode (HDRP isn't set up properly. Go to Windows > RenderPipeline > HDRP Wizard to fix your settings)."); } #endif + } + bool CheckAPIValidity() + { GraphicsDeviceType unsupportedDeviceType; if (!IsSupportedPlatform(out unsupportedDeviceType)) { @@ -760,12 +812,18 @@ void UnsetRenderingFeatures() { Shader.globalRenderPipeline = ""; - SupportedRenderingFeatures.active = new SupportedRenderingFeatures(); + GraphicsSettings.lightsUseLinearIntensity = m_PreviousLightsUseLinearIntensity; + GraphicsSettings.lightsUseColorTemperature = m_PreviousLightsUseColorTemperature; + GraphicsSettings.useScriptableRenderPipelineBatching = m_PreviousSRPBatcher; + QualitySettings.shadowmaskMode = m_PreviousShadowMaskMode; - // Reset srp batcher state just in case - GraphicsSettings.useScriptableRenderPipelineBatching = false; + SupportedRenderingFeatures.active = new SupportedRenderingFeatures(); Lightmapping.ResetDelegate(); + +#if UNITY_EDITOR + UnityEditor.EditorSettings.enableCookiesInLightmapper = m_PreviousEnableCookiesInLightmapper; +#endif } void InitializeDebugMaterials() @@ -887,6 +945,7 @@ protected override void Dispose(bool disposing) m_RenderGraph.UnRegisterDebug(); CleanupPrepass(); CoreUtils.Destroy(m_ColorResolveMaterial); + CoreUtils.Destroy(m_MotionVectorResolve); #if UNITY_EDITOR @@ -926,6 +985,15 @@ void DisposeProbeCameraPool() } CameraCaptureBridge.enabled = false; + + // Dispose of Render Pipeline can be call either by OnValidate() or by OnDisable(). + // Inside an OnValidate() call we can't call a DestroyImmediate(). + // Here we are releasing our singleton to not leak while doing a domain reload. + // However this is doing a call to DestroyImmediate(). + // To workaround this, and was we only leak with Singleton while doing domain reload (and not in OnValidate) + // we are detecting if we are in an OnValidate call and releasing the Singleton only if it is not the case. + if (!m_Asset.isInOnValidateCall) + HDUtils.ReleaseComponentSingletons(); } @@ -979,7 +1047,11 @@ void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd) // Set up UnityPerView CBuffer. hdCamera.SetupGlobalParams(cmd, m_FrameCount); - cmd.SetGlobalVector(HDShaderIDs._IndirectLightingMultiplier, new Vector4(hdCamera.volumeStack.GetComponent().indirectDiffuseIntensity.value, 0, 0, 0)); + IndirectLightingController indirectLightingController = hdCamera.volumeStack.GetComponent(); + cmd.SetGlobalFloat(HDShaderIDs._IndirectDiffuseLightingMultiplier, indirectLightingController.indirectDiffuseIntensity.value); + cmd.SetGlobalInt(HDShaderIDs._IndirectDiffuseLightingLayers, hdCamera.frameSettings.IsEnabled(FrameSettingsField.LightLayers) ? (int)indirectLightingController.GetIndirectDiffuseLightingLayers() : -1); + cmd.SetGlobalFloat(HDShaderIDs._ReflectionLightingMultiplier, indirectLightingController.reflectionLightingMultiplier.value); + cmd.SetGlobalInt(HDShaderIDs._ReflectionLightingLayers, hdCamera.frameSettings.IsEnabled(FrameSettingsField.LightLayers) ? (int)indirectLightingController.GetReflectionLightingLayers() : -1); // It will be overridden for transparent pass. cmd.SetGlobalInt(HDShaderIDs._ColorMaskTransparentVel, (int)UnityEngine.Rendering.ColorWriteMask.All); @@ -1002,7 +1074,7 @@ void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd) } // Light loop stuff... - if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + if (hdCamera.IsSSREnabled()) cmd.SetGlobalTexture(HDShaderIDs._SsrLightingTexture, m_SsrLightingTexture); else cmd.SetGlobalTexture(HDShaderIDs._SsrLightingTexture, TextureXR.GetClearTexture()); @@ -1022,6 +1094,10 @@ void PushGlobalParams(HDCamera hdCamera, CommandBuffer cmd) // Bind the camera's ray tracing frame index cmd.SetGlobalInt(HDShaderIDs._RaytracingFrameIndex, RayTracingFrameIndex(hdCamera)); } + else + { + cmd.SetGlobalInt(HDShaderIDs._RaytracedIndirectDiffuse, 0); + } cmd.SetGlobalFloat(HDShaderIDs._ContactShadowOpacity, m_ContactShadows.opacity.value); } } @@ -1056,7 +1132,7 @@ void BuildCoarseStencilAndResolveIfNeeded(HDCamera hdCamera, RTHandle depthStenc // The following features require a copy of the stencil, if none are active, no need to do the resolve. bool resolveIsNecessary = GetFeatureVariantsEnabled(hdCamera.frameSettings); - resolveIsNecessary = resolveIsNecessary || hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR); + resolveIsNecessary = resolveIsNecessary || hdCamera.IsSSREnabled(); // We need the resolve only with msaa resolveIsNecessary = resolveIsNecessary && MSAAEnabled; @@ -1133,6 +1209,7 @@ public struct Target // Indices of render request to render before this one public List dependsOnRenderRequestIndices; public CameraSettings cameraSettings; + public List<(HDProbe.RenderData, HDProbe)> viewDependentProbesData; } struct HDCullingResults { @@ -1299,7 +1376,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c { foreach (var req in renderRequests) { - if (req.hdCamera.xr.cullingPassId == xrPass.cullingPassId) + if (camera == req.hdCamera.camera && req.hdCamera.xr.cullingPassId == xrPass.cullingPassId) { UnsafeGenericPool.Release(cullingResults); cullingResults = req.cullingResults; @@ -1352,7 +1429,8 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c }, dependsOnRenderRequestIndices = ListPool.Get(), index = renderRequests.Count, - cameraSettings = CameraSettings.From(hdCamera) + cameraSettings = CameraSettings.From(hdCamera), + viewDependentProbesData = ListPool<(HDProbe.RenderData, HDProbe)>.Get() // TODO: store DecalCullResult }; renderRequests.Add(request); @@ -1387,7 +1465,12 @@ void AddVisibleProbeVisibleIndexIfUpdateIsRequired(HDProbe probe, int visibleInI return; // Notify that we render the probe at this frame - probe.SetIsRendered(m_FrameCount); + // NOTE: If the probe was rendered on the very first frame, we could have some data that was used and it wasn't in a fully initialized state, which is fine on PC, but on console + // might lead to NaNs due to lack of complete initialization. To circumvent this, we force the probe to render again only if it was rendered on the first frame. Note that the problem + // doesn't apply if probe is enable any frame other than the very first. Also note that we are likely to be re-rendering the probe anyway due to the issue on sky ambient probe + // (see m_SkyManager.HasSetValidAmbientProbe in this function). + if (m_FrameCount > 1) + probe.SetIsRendered(m_FrameCount); float visibility = ComputeVisibility(visibleInIndex, probe); @@ -1436,6 +1519,8 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe) parentCamera = visibleInRenderRequest.hdCamera.camera; + var renderDatas = ListPool.Get(); + AddHDProbeRenderRequests( visibleProbe, viewerTransform, @@ -1443,8 +1528,16 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe) HDUtils.GetSceneCullingMaskFromCamera(visibleInRenderRequest.hdCamera.camera), parentCamera, visibleInRenderRequest.hdCamera.camera.fieldOfView, - visibleInRenderRequest.hdCamera.camera.aspect + visibleInRenderRequest.hdCamera.camera.aspect, + ref renderDatas ); + + foreach (var renderData in renderDatas) + { + visibleInRenderRequest.viewDependentProbesData.Add((renderData, visibleProbe)); + } + + ListPool.Release(renderDatas); } } else @@ -1459,7 +1552,11 @@ float ComputeVisibility(int visibleInIndex, HDProbe visibleProbe) visibleInOneViewer = true; } if (visibleInOneViewer) - AddHDProbeRenderRequests(visibleProbe, null, visibilities, 0, parentCamera); + { + var renderDatas = ListPool.Get(); + AddHDProbeRenderRequests(visibleProbe, null, visibilities, 0, parentCamera, referenceFieldOfView: 90, referenceAspect: 1, ref renderDatas); + ListPool.Release(renderDatas); + } } } foreach (var pair in renderRequestIndicesWhereTheProbeIsVisible) @@ -1473,8 +1570,9 @@ void AddHDProbeRenderRequests( List<(int index, float weight)> visibilities, ulong overrideSceneCullingMask, Camera parentCamera, - float referenceFieldOfView = 90, - float referenceAspect = 1 + float referenceFieldOfView, + float referenceAspect, + ref List renderDatas ) { var position = ProbeCapturePositionSettings.ComputeFrom( @@ -1520,7 +1618,7 @@ void AddHDProbeRenderRequests( for (int j = 0; j < cameraSettings.Count; ++j) { - var camera = m_ProbeCameraCache.GetOrCreate((viewerTransform, visibleProbe, j), m_FrameCount); + var camera = m_ProbeCameraCache.GetOrCreate((viewerTransform, visibleProbe, j), m_FrameCount, CameraType.Reflection); var additionalCameraData = camera.GetComponent(); if (additionalCameraData == null) @@ -1562,6 +1660,14 @@ ref _cullingResults continue; } + // HACK! We render the probe until we know the ambient probe for the associated sky context is ready. + // For one-off rendering the dynamic ambient probe will be set to black until they are not processed, leading to faulty rendering. + // So we enqueue another rendering and then we will not set the probe texture until we have rendered with valid ambient probe. + if (!m_SkyManager.HasSetValidAmbientProbe(hdCamera)) + { + visibleProbe.ForceRenderingNextUpdate(); + } + hdCamera.parentCamera = parentCamera; // Used to inherit the properties of the view HDAdditionalCameraData hdCam; @@ -1573,16 +1679,20 @@ ref _cullingResults if (!visibleProbe.realtimeTexture.IsCreated()) visibleProbe.realtimeTexture.Create(); - visibleProbe.SetRenderData( - ProbeSettings.Mode.Realtime, - new HDProbe.RenderData( + var renderData = new HDProbe.RenderData( camera.worldToCameraMatrix, camera.projectionMatrix, camera.transform.position, camera.transform.rotation, cameraSettings[j].frustum.fieldOfView, cameraSettings[j].frustum.aspect - ) + ); + + renderDatas.Add(renderData); + + visibleProbe.SetRenderData( + ProbeSettings.Mode.Realtime, + renderData ); // TODO: Assign the actual final target to render to. @@ -1599,30 +1709,35 @@ ref _cullingResults clearCameraSettings = true, dependsOnRenderRequestIndices = ListPool.Get(), index = renderRequests.Count, - cameraSettings = cameraSettings[j] + cameraSettings = cameraSettings[j], + viewDependentProbesData = ListPool<(HDProbe.RenderData, HDProbe)>.Get() // TODO: store DecalCullResult }; - // As we render realtime texture on GPU side, we must tag the texture so our texture array cache detect that something have change - visibleProbe.realtimeTexture.IncrementUpdateCount(); - - if (cameraSettings.Count > 1) + if (m_SkyManager.HasSetValidAmbientProbe(hdCamera)) { - var face = (CubemapFace)j; - request.target = new RenderRequest.Target + // As we render realtime texture on GPU side, we must tag the texture so our texture array cache detect that something have change + visibleProbe.realtimeTexture.IncrementUpdateCount(); + + if (cameraSettings.Count > 1) { - copyToTarget = visibleProbe.realtimeTexture, - face = face - }; - } - else - { - request.target = new RenderRequest.Target + var face = (CubemapFace)j; + request.target = new RenderRequest.Target + { + copyToTarget = visibleProbe.realtimeTexture, + face = face + }; + } + else { - id = visibleProbe.realtimeTexture, - face = CubemapFace.Unknown - }; + request.target = new RenderRequest.Target + { + id = visibleProbe.realtimeTexture, + face = CubemapFace.Unknown + }; + } } + renderRequests.Add(request); @@ -1701,6 +1816,29 @@ ref _cullingResults using (new ProfilingScope(null, ProfilingSampler.Get(HDProfileId.HDRenderPipelineAllRenderRequest))) { + + // Warm up the RTHandle system so that it gets init to the maximum resolution available (avoiding to call multiple resizes + // that can lead to high memory spike as the memory release is delayed while the creation is immediate). + { + Vector2Int maxSize = new Vector2Int(1, 1); + + for (int i = renderRequestIndicesToRender.Count - 1; i >= 0; --i) + { + var renderRequestIndex = renderRequestIndicesToRender[i]; + var renderRequest = renderRequests[renderRequestIndex]; + var hdCamera = renderRequest.hdCamera; + + maxSize.x = Math.Max((int)hdCamera.finalViewport.size.x, maxSize.x); + maxSize.y = Math.Max((int)hdCamera.finalViewport.size.y, maxSize.y); + } + + // Here we use the non scaled resolution for the RTHandleSystem ref size because we assume that at some point we will need full resolution anyway. + // This is necessary because we assume that after post processes, we have the full size render target for debug rendering + // The only point of calling this here is to grow the render targets. The call in BeginRender will setup the current RTHandle viewport size. + RTHandles.SetReferenceSize(maxSize.x, maxSize.y, m_MSAASamples); + } + + // Execute render request graph, in reverse order for (int i = renderRequestIndicesToRender.Count - 1; i >= 0; --i) { @@ -1722,6 +1860,15 @@ ref _cullingResults target.id = m_TemporaryTargetForCubemaps; } + // The HDProbe store only one RenderData per probe, however RenderData can be view dependent (e.g. planar probes). + // To avoid that the render data for the wrong view is used, we previously store a copy of the render data + // for each viewer and we are going to set it on the probe right before said viewer is rendered. + foreach (var probeDataPair in renderRequest.viewDependentProbesData) + { + var probe = probeDataPair.Item2; + var probeRenderData = probeDataPair.Item1; + probe.SetRenderData(ProbeSettings.Mode.Realtime, probeRenderData); + } // var aovRequestIndex = 0; foreach (var aovRequest in renderRequest.hdCamera.aovRequests) @@ -1761,6 +1908,7 @@ ref _cullingResults renderRequest.hdCamera.camera.targetTexture = null; ListPool.Release(renderRequest.dependsOnRenderRequestIndices); + ListPool<(HDProbe.RenderData, HDProbe)>.Release(renderRequest.viewDependentProbesData); // Culling results can be shared between render requests: clear only when required if (!skipClearCullingResults.Contains(renderRequest.index)) @@ -1771,9 +1919,12 @@ ref _cullingResults } // Render XR mirror view once all render requests have been completed - if (i == 0 && renderRequest.hdCamera.camera.cameraType == CameraType.Game) - { - m_XRSystem.RenderMirrorView(cmd); + if (i == 0 && renderRequest.hdCamera.camera.cameraType == CameraType.Game && renderRequest.hdCamera.camera.targetTexture == null) + { + if (HDUtils.TryGetAdditionalCameraDataOrDefault(renderRequest.hdCamera.camera).xrRendering) + { + m_XRSystem.RenderMirrorView(cmd); + } } // Now that all cameras have been rendered, let's propagate the data required for screen space shadows @@ -1890,7 +2041,6 @@ AOVRequestData aovRequest m_PostProcessSystem.BeginFrame(cmd, hdCamera, this); ApplyDebugDisplaySettings(hdCamera, cmd); - m_SkyManager.UpdateCurrentSkySettings(hdCamera); SetupCameraProperties(hdCamera, renderContext, cmd); @@ -1940,16 +2090,16 @@ AOVRequestData aovRequest return; } - hdCamera.xr.StartSinglePass(cmd, camera, renderContext); + hdCamera.xr.StartSinglePass(cmd); ClearBuffers(hdCamera, cmd); // Render XR occlusion mesh to depth buffer early in the frame to improve performance if (hdCamera.xr.enabled && m_Asset.currentPlatformRenderPipelineSettings.xrSettings.occlusionMesh) { - hdCamera.xr.StopSinglePass(cmd, camera, renderContext); + hdCamera.xr.StopSinglePass(cmd); hdCamera.xr.RenderOcclusionMeshes(cmd, m_SharedRTManager.GetDepthStencilBuffer(hdCamera.frameSettings.IsEnabled(FrameSettingsField.MSAA))); - hdCamera.xr.StartSinglePass(cmd, camera, renderContext); + hdCamera.xr.StartSinglePass(cmd); } // Bind the custom color/depth before the first custom pass @@ -1994,7 +2144,11 @@ AOVRequestData aovRequest m_SharedRTManager.BindNormalBuffer(cmd); // After Depth and Normals/roughness including decals - RenderCustomPass(renderContext, cmd, hdCamera, customPassCullingResults, CustomPassInjectionPoint.AfterOpaqueDepthAndNormal); + bool depthBufferModified = RenderCustomPass(renderContext, cmd, hdCamera, customPassCullingResults, CustomPassInjectionPoint.AfterOpaqueDepthAndNormal); + + // If the depth was already copied in RenderDBuffer, we force the copy again because the custom pass modified the depth. + if (depthBufferModified) + m_IsDepthBufferCopyValid = false; // In both forward and deferred, everything opaque should have been rendered at this point so we can safely copy the depth buffer for later processing. GenerateDepthPyramid(hdCamera, cmd, FullScreenDebugMode.DepthPyramid); @@ -2026,7 +2180,8 @@ AOVRequestData aovRequest RenderDebugViewMaterial(cullingResults, hdCamera, renderContext, cmd); } else if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && - hdCamera.volumeStack.GetComponent().enable.value) + hdCamera.volumeStack.GetComponent().enable.value && + hdCamera.camera.cameraType != CameraType.Preview) { // Update the light clusters that we need to update BuildRayTracingLightCluster(cmd, hdCamera); @@ -2054,7 +2209,7 @@ AOVRequestData aovRequest msaaEnabled ? m_SharedRTManager.GetStencilBuffer(msaaEnabled) : null, m_SharedRTManager.GetCoarseStencilBuffer(), cmd); - hdCamera.xr.StopSinglePass(cmd, camera, renderContext); + hdCamera.xr.StopSinglePass(cmd); var buildLightListTask = new HDGPUAsyncTask("Build light list", ComputeQueueType.Background); // It is important that this task is in the same queue as the build light list due to dependency it has on it. If really need to move it, put an extra fence to make sure buildLightListTask has finished. @@ -2168,9 +2323,9 @@ void Callback(CommandBuffer c, HDCamera cam) RenderContactShadows(hdCamera, cmd); PushFullScreenDebugTexture(hdCamera, cmd, m_ContactShadowBuffer, FullScreenDebugMode.ContactShadows); - hdCamera.xr.StartSinglePass(cmd, camera, renderContext); + hdCamera.xr.StartSinglePass(cmd); RenderScreenSpaceShadows(hdCamera, cmd); - hdCamera.xr.StopSinglePass(cmd, camera, renderContext); + hdCamera.xr.StopSinglePass(cmd); if (hdCamera.frameSettings.VolumeVoxelizationRunsAsync()) { @@ -2204,7 +2359,7 @@ void Callback(CommandBuffer c, HDCamera cam) SSRTask.End(cmd, hdCamera); } - hdCamera.xr.StartSinglePass(cmd, camera, renderContext); + hdCamera.xr.StartSinglePass(cmd); RenderDeferredLighting(hdCamera, cmd); @@ -2272,6 +2427,12 @@ void Callback(CommandBuffer c, HDCamera cam) // Render all type of transparent forward (unlit, lit, complex (hair...)) to keep the sorting between transparent objects. RenderForwardTransparent(cullingResults, hdCamera, false, renderContext, cmd); + if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector)) + { + m_SharedRTManager.ResolveMotionVectorTexture(cmd, hdCamera); + cmd.SetGlobalTexture(HDShaderIDs._CameraMotionVectorsTexture, m_SharedRTManager.GetMotionVectorsBuffer()); + } + // We push the motion vector debug texture here as transparent object can overwrite the motion vector texture content. if(m_Asset.currentPlatformRenderPipelineSettings.supportMotionVectors) PushFullScreenDebugTexture(hdCamera, cmd, m_SharedRTManager.GetMotionVectorsBuffer(), FullScreenDebugMode.MotionVectors); @@ -2323,7 +2484,7 @@ void Callback(CommandBuffer c, HDCamera cam) RenderCustomPass(renderContext, cmd, hdCamera, customPassCullingResults, CustomPassInjectionPoint.BeforePostProcess); - bool hasAfterPostProcessCustomPass = WillCustomPassBeExecuted(hdCamera, CustomPassInjectionPoint.AfterPostProcess); + bool hasAfterPostProcessCustomPass = HDUtils.WillCustomPassBeExecuted(hdCamera, CustomPassInjectionPoint.AfterPostProcess); aovRequest.PushCameraTexture(cmd, AOVBuffers.Color, hdCamera, m_CameraColorBuffer, aovBuffers); RenderPostProcess(cullingResults, hdCamera, target.id, renderContext, cmd, !hasAfterPostProcessCustomPass); @@ -2356,7 +2517,7 @@ void Callback(CommandBuffer c, HDCamera cam) RenderDebug(hdCamera, cmd, cullingResults); - hdCamera.xr.StopSinglePass(cmd, hdCamera.camera, renderContext); + hdCamera.xr.StopSinglePass(cmd); using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.BlitToFinalRTDevBuildOnly))) { @@ -2371,7 +2532,7 @@ void Callback(CommandBuffer c, HDCamera cam) } // XR mirror view and blit do device - hdCamera.xr.EndCamera(cmd, hdCamera, renderContext); + hdCamera.xr.EndCamera(cmd, hdCamera); // Send all the color graphics buffer to client systems if required. SendColorGraphicsBuffer(cmd, hdCamera); @@ -2484,10 +2645,7 @@ void SetupCameraProperties(HDCamera hdCamera, ScriptableRenderContext renderCont renderContext.ExecuteCommandBuffer(cmd); cmd.Clear(); - if (hdCamera.xr.legacyMultipassEnabled) - renderContext.SetupCameraProperties(hdCamera.camera, hdCamera.xr.enabled, hdCamera.xr.legacyMultipassEye); - else - renderContext.SetupCameraProperties(hdCamera.camera, hdCamera.xr.enabled); + renderContext.SetupCameraProperties(hdCamera.camera, hdCamera.xr.enabled); } void InitializeGlobalResources(ScriptableRenderContext renderContext) @@ -2570,6 +2728,7 @@ out ScriptableCullingParameters cullingParams if (camera.cameraType != CameraType.Game) { currentFrameSettings.SetEnabled(FrameSettingsField.ObjectMotionVectors, false); + currentFrameSettings.SetEnabled(FrameSettingsField.TransparentsWriteMotionVector, false); } hdCamera = HDCamera.GetOrCreate(camera, xrPass.multipassId); @@ -2665,6 +2824,7 @@ ref HDCullingResults cullingResults hdProbeCullState = HDProbeSystem.PrepareCull(camera); // We need to set the ambient probe here because it's passed down to objects during the culling process. + skyManager.UpdateCurrentSkySettings(hdCamera); skyManager.SetupAmbientProbe(hdCamera); using (new ProfilingScope(null, ProfilingSampler.Get(HDProfileId.CullResultsCull))) @@ -3050,6 +3210,10 @@ void RenderDBuffer(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext { // We still bind black textures to make sure that something is bound (can be a problem on some platforms) m_DbufferManager.BindBlackTextures(cmd); + + // Bind buffer to make sure that something is bound . + cmd.SetGlobalBuffer(HDShaderIDs._DecalPropertyMaskBufferSRV, m_DbufferManager.propertyMaskBuffer); + return; } @@ -3263,7 +3427,7 @@ void RenderDebugViewMaterial(CullingResults cull, HDCamera hdCamera, ScriptableR DrawOpaqueRendererList(renderContext, cmd, hdCamera.frameSettings, rendererListOpaque); // Render forward transparent - var rendererListTransparent = RendererList.Create(CreateTransparentRendererListDesc(cull, hdCamera.camera, m_AllTransparentPassNames, m_CurrentRendererConfigurationBakedLighting, stateBlock: m_DepthStateOpaque)); + var rendererListTransparent = RendererList.Create(CreateTransparentRendererListDesc(cull, hdCamera.camera, m_AllTransparentPassNames, m_CurrentRendererConfigurationBakedLighting)); DrawTransparentRendererList(renderContext, cmd, hdCamera.frameSettings, rendererListTransparent); } } @@ -3328,9 +3492,14 @@ public void RequestSkyEnvironmentUpdate() m_SkyManager.RequestEnvironmentUpdate(); } + internal void RequestStaticSkyUpdate() + { + m_SkyManager.RequestStaticEnvironmentUpdate(); + } + void PreRenderSky(HDCamera hdCamera, CommandBuffer cmd) { - if (m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + if (m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) { return; } @@ -3346,7 +3515,7 @@ void PreRenderSky(HDCamera hdCamera, CommandBuffer cmd) void RenderSky(HDCamera hdCamera, CommandBuffer cmd) { - if(m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera)) + if (m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera)) { return; } @@ -3428,7 +3597,7 @@ void RenderForwardOpaque(CullingResults cullResults, HDCamera hdCamera, Scriptab static bool NeedMotionVectorForTransparent(FrameSettings frameSettings) { - return frameSettings.IsEnabled(FrameSettingsField.MotionVectors) && frameSettings.IsEnabled(FrameSettingsField.TransparentsWriteMotionVector); + return frameSettings.IsEnabled(FrameSettingsField.MotionVectors); } RendererListDesc PrepareForwardTransparentRendererList(CullingResults cullResults, HDCamera hdCamera, bool preRefraction) @@ -3550,33 +3719,24 @@ bool RenderCustomPass(ScriptableRenderContext context, CommandBuffer cmd, HDCame if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.CustomPass)) return false; - var customPass = CustomPassVolume.GetActivePassVolume(injectionPoint); - - if (customPass == null) - return false; - - var customPassTargets = new CustomPass.RenderTargets + bool executed = false; + CustomPassVolume.GetActivePassVolumes(injectionPoint, m_ActivePassVolumes); + foreach (var customPass in m_ActivePassVolumes) { - cameraColorMSAABuffer = m_CameraColorMSAABuffer, - cameraColorBuffer = (injectionPoint == CustomPassInjectionPoint.AfterPostProcess) ? m_IntermediateAfterPostProcessBuffer : m_CameraColorBuffer, - customColorBuffer = m_CustomPassColorBuffer, - customDepthBuffer = m_CustomPassDepthBuffer, - }; - - return customPass.Execute(context, cmd, hdCamera, cullingResults, m_SharedRTManager, customPassTargets); - } - - bool WillCustomPassBeExecuted(HDCamera hdCamera, CustomPassInjectionPoint injectionPoint) - { - if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.CustomPass)) - return false; - - var customPass = CustomPassVolume.GetActivePassVolume(injectionPoint); + if (customPass == null) + return false; - if (customPass == null) - return false; + var customPassTargets = new CustomPass.RenderTargets + { + cameraColorMSAABuffer = m_CameraColorMSAABuffer, + cameraColorBuffer = (injectionPoint == CustomPassInjectionPoint.AfterPostProcess) ? m_IntermediateAfterPostProcessBuffer : m_CameraColorBuffer, + customColorBuffer = m_CustomPassColorBuffer, + customDepthBuffer = m_CustomPassDepthBuffer, + }; + executed |= customPass.Execute(context, cmd, hdCamera, cullingResults, m_SharedRTManager, customPassTargets); + } - return customPass.WillExecuteInjectionPoint(hdCamera); + return executed; } void RenderTransparentDepthPrepass(CullingResults cull, HDCamera hdCamera, ScriptableRenderContext renderContext, CommandBuffer cmd) @@ -3808,16 +3968,16 @@ static void RenderSSR( in RenderSSRParameters parameters, void RenderSSR(HDCamera hdCamera, CommandBuffer cmd, ScriptableRenderContext renderContext) { - if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + if (!hdCamera.IsSSREnabled()) return; var settings = hdCamera.volumeStack.GetComponent(); bool usesRaytracedReflections = hdCamera.frameSettings.IsEnabled(FrameSettingsField.RayTracing) && settings.rayTracing.value; if (usesRaytracedReflections) { - hdCamera.xr.StartSinglePass(cmd, hdCamera.camera, renderContext); + hdCamera.xr.StartSinglePass(cmd); RenderRayTracedReflections(hdCamera, cmd, m_SsrLightingTexture, renderContext, m_FrameCount); - hdCamera.xr.StopSinglePass(cmd, hdCamera.camera, renderContext); + hdCamera.xr.StopSinglePass(cmd); } else { @@ -3852,7 +4012,7 @@ void RenderColorPyramid(HDCamera hdCamera, CommandBuffer cmd, bool isPreRefracti else { // This final Gaussian pyramid can be reused by SSR, so disable it only if there is no distortion - if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.Distortion) && !hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.Distortion) && !hdCamera.IsSSREnabled()) return; } @@ -3887,6 +4047,7 @@ void GenerateDepthPyramid(HDCamera hdCamera, CommandBuffer cmd, FullScreenDebugM { CopyDepthBufferIfNeeded(hdCamera, cmd); + m_SharedRTManager.GetDepthBufferMipChainInfo().ComputePackedMipChainInfo(new Vector2Int(hdCamera.actualWidth, hdCamera.actualHeight)); int mipCount = m_SharedRTManager.GetDepthBufferMipChainInfo().mipLevelCount; using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.DepthPyramid))) @@ -3957,7 +4118,7 @@ void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd) CoreUtils.SetKeyword(cmd, "DEBUG_DISPLAY", debugDisplayEnabledOrSceneLightingDisabled); // Setting this all the time due to a strange bug that either reports a (globally) bound texture as not bound or where SetGlobalTexture doesn't behave as expected. - // As a workaround we bind it regardless of debug display. Eventually with + // As a workaround we bind it regardless of debug display. Eventually with cmd.SetGlobalTexture(HDShaderIDs._DebugMatCapTexture, defaultResources.textures.matcapTex); if (debugDisplayEnabledOrSceneLightingDisabled || @@ -4011,8 +4172,7 @@ void ApplyDebugDisplaySettings(HDCamera hdCamera, CommandBuffer cmd) cmd.SetGlobalVector(HDShaderIDs._MouseClickPixelCoord, HDUtils.GetMouseClickCoordinates(hdCamera)); cmd.SetGlobalTexture(HDShaderIDs._DebugFont, defaultResources.textures.debugFontTex); - // The DebugNeedsExposure test allows us to set a neutral value if exposure is not needed. This way we don't need to make various tests inside shaders but only in this function. - cmd.SetGlobalFloat(HDShaderIDs._DebugExposure, m_CurrentDebugDisplaySettings.DebugNeedsExposure() ? lightingDebugSettings.debugExposure : 0.0f); + } } @@ -4172,7 +4332,7 @@ static void RenderSkyReflectionOverlay(in DebugParameters debugParameters, Comma { mpb.SetTexture(HDShaderIDs._InputCubemap, debugParameters.skyReflectionTexture); mpb.SetFloat(HDShaderIDs._Mipmap, lightingDebug.skyReflectionMipmap); - mpb.SetFloat(HDShaderIDs._DebugExposure, lightingDebug.debugExposure); + mpb.SetFloat(HDShaderIDs._ApplyExposure, 1.0f); mpb.SetFloat(HDShaderIDs._SliceIndex, lightingDebug.cookieCubeArraySliceIndex); cmd.SetViewport(new Rect(x, y, overlaySize, overlaySize)); cmd.DrawProcedural(Matrix4x4.identity, debugParameters.debugLatlongMaterial, 0, MeshTopology.Triangles, 3, 1, mpb); @@ -4213,7 +4373,8 @@ void RenderDebug(HDCamera hdCamera, CommandBuffer cmd, CullingResults cullResult // Light volumes var lightingDebug = debugParams.debugDisplaySettings.data.lightingDebugSettings; - if (lightingDebug.displayLightVolumes) + bool isLightOverlapDebugEnabled = CoreUtils.IsLightOverlapDebugEnabled(hdCamera.camera); + if (lightingDebug.displayLightVolumes || isLightOverlapDebugEnabled) { s_lightVolumes.RenderLightVolumes(cmd, hdCamera, cullResults, lightingDebug, m_IntermediateAfterPostProcessBuffer); } @@ -4277,7 +4438,7 @@ void ClearBuffers(HDCamera hdCamera, CommandBuffer cmd) // If the luxmeter is enabled, the sky isn't rendered so we clear the background color m_CurrentDebugDisplaySettings.data.lightingDebugSettings.debugLightingMode == DebugLightingMode.LuxMeter || // If the matcap view is enabled, the sky isn't updated so we clear the background color - m_CurrentDebugDisplaySettings.IsMatcapViewEnabled(hdCamera) || + m_CurrentDebugDisplaySettings.DebugHideSky(hdCamera) || // If we want the sky but the sky don't exist, still clear with background color (hdCamera.clearColorMode == HDAdditionalCameraData.ClearColorMode.Sky && !m_SkyManager.IsVisualSkyValid(hdCamera)) || // Special handling for Preview we force to clear with background color (i.e black) @@ -4297,7 +4458,7 @@ void ClearBuffers(HDCamera hdCamera, CommandBuffer cmd) } } - if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + if (hdCamera.IsSSREnabled()) { using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.ClearSsrBuffers))) { @@ -4336,7 +4497,7 @@ void ClearBuffers(HDCamera hdCamera, CommandBuffer cmd) // If we are in deferred mode and the ssr is enabled, we need to make sure that the second gbuffer is cleared given that we are using that information for // clear coat selection - if (hdCamera.frameSettings.IsEnabled(FrameSettingsField.SSR)) + if (hdCamera.IsSSREnabled()) { CoreUtils.SetRenderTarget(cmd, m_GbufferManager.GetBuffer(2), m_SharedRTManager.GetDepthStencilBuffer(), ClearFlag.Color, Color.clear); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Migration.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Migration.cs index 77f25cfd122..2c573e6f4e4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Migration.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.Migration.cs @@ -85,13 +85,14 @@ enum Version ref var lightLoopSettings = ref data.m_RenderPipelineSettings.lightLoopSettings; #pragma warning disable 618 // Type or member is obsolete - int cookieAtlasSize = (int)lightLoopSettings.cookieAtlasSize * lightLoopSettings.cookieTexArraySize; + float cookieAtlasSize = Mathf.Sqrt((int)lightLoopSettings.cookieAtlasSize * (int)lightLoopSettings.cookieAtlasSize * lightLoopSettings.cookieTexArraySize); + float planarSize = Mathf.Sqrt((int)lightLoopSettings.planarReflectionAtlasSize * (int)lightLoopSettings.planarReflectionAtlasSize * lightLoopSettings.maxPlanarReflectionOnScreen); #pragma warning restore 618 - int planarSize = (int)lightLoopSettings.planarReflectionAtlasSize * lightLoopSettings.maxPlanarReflectionOnScreen; // The atlas only supports power of two sizes - cookieAtlasSize = Mathf.ClosestPowerOfTwo(cookieAtlasSize); - planarSize = Mathf.ClosestPowerOfTwo(planarSize); + cookieAtlasSize = (float)Mathf.NextPowerOfTwo((int)cookieAtlasSize); + planarSize = (float)Mathf.NextPowerOfTwo((int)planarSize); + // Clamp to avoid too large atlases cookieAtlasSize = Mathf.Clamp(cookieAtlasSize, (int)CookieAtlasResolution.CookieResolution256, (int)CookieAtlasResolution.CookieResolution8192); planarSize = Mathf.Clamp(planarSize, (int)PlanarReflectionAtlasResolution.PlanarReflectionResolution256, (int)PlanarReflectionAtlasResolution.PlanarReflectionResolution8192); @@ -105,7 +106,7 @@ enum Version Version m_Version = MigrationDescription.LastVersion(); Version IVersionable.version { get => m_Version; set => m_Version = value; } - void Awake() => k_Migration.Migrate(this); + void OnEnable() => k_Migration.Migrate(this); #pragma warning disable 618 // Type or member is obsolete [SerializeField] diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs index d40e6bbfb3d..6fcd15bbf3f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipelineAsset.cs @@ -18,6 +18,8 @@ enum ShaderVariantLogLevel [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "HDRP-Asset" + Documentation.endURL)] public partial class HDRenderPipelineAsset : RenderPipelineAsset { + [System.NonSerialized] + internal bool isInOnValidateCall = false; HDRenderPipelineAsset() { @@ -37,12 +39,16 @@ protected override RenderPipeline CreatePipeline() /// protected override void OnValidate() { + isInOnValidateCall = true; + //Do not reconstruct the pipeline if we modify other assets. //OnValidate is called once at first selection of the asset. if (GraphicsSettings.currentRenderPipeline == this) base.OnValidate(); UpdateRenderingLayerNames(); + + isInOnValidateCall = false; } [SerializeField] diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs index 7d5b68bb27f..d56b76aabaa 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDStringConstants.cs @@ -166,7 +166,10 @@ static class HDShaderIDs public static readonly int _NumTileClusteredX = Shader.PropertyToID("_NumTileClusteredX"); public static readonly int _NumTileClusteredY = Shader.PropertyToID("_NumTileClusteredY"); - public static readonly int _IndirectLightingMultiplier = Shader.PropertyToID("_IndirectLightingMultiplier"); + public static readonly int _IndirectDiffuseLightingMultiplier = Shader.PropertyToID("_IndirectDiffuseLightingMultiplier"); + public static readonly int _IndirectDiffuseLightingLayers = Shader.PropertyToID("_IndirectDiffuseLightingLayers"); + public static readonly int _ReflectionLightingMultiplier = Shader.PropertyToID("_ReflectionLightingMultiplier"); + public static readonly int _ReflectionLightingLayers = Shader.PropertyToID("_ReflectionLightingLayers"); public static readonly int g_isLogBaseBufferEnabled = Shader.PropertyToID("g_isLogBaseBufferEnabled"); public static readonly int g_vLayeredOffsetsBuffer = Shader.PropertyToID("g_vLayeredOffsetsBuffer"); @@ -178,7 +181,6 @@ static class HDShaderIDs public static readonly int _MousePixelCoord = Shader.PropertyToID("_MousePixelCoord"); public static readonly int _MouseClickPixelCoord = Shader.PropertyToID("_MouseClickPixelCoord"); public static readonly int _DebugFont = Shader.PropertyToID("_DebugFont"); - public static readonly int _DebugExposure = Shader.PropertyToID("_DebugExposure"); public static readonly int _SliceIndex = Shader.PropertyToID("_SliceIndex"); public static readonly int _DebugContactShadowLightIndex = Shader.PropertyToID("_DebugContactShadowLightIndex"); @@ -218,7 +220,6 @@ static class HDShaderIDs public static readonly int _EnvLightSkyEnabled = Shader.PropertyToID("_EnvLightSkyEnabled"); public static readonly int _AmbientOcclusionParam = Shader.PropertyToID("_AmbientOcclusionParam"); public static readonly int _SkyTexture = Shader.PropertyToID("_SkyTexture"); - public static readonly int _SkyTextureMipCount = Shader.PropertyToID("_SkyTextureMipCount"); public static readonly int _EnableSubsurfaceScattering = Shader.PropertyToID("_EnableSubsurfaceScattering"); public static readonly int _TransmittanceMultiplier = Shader.PropertyToID("_TransmittanceMultiplier"); @@ -251,7 +252,7 @@ static class HDShaderIDs public static readonly int _DirectionalContactShadowSampleCount = Shader.PropertyToID("_SampleCount"); public static readonly int _MicroShadowOpacity = Shader.PropertyToID("_MicroShadowOpacity"); public static readonly int _DirectionalTransmissionMultiplier = Shader.PropertyToID("_DirectionalTransmissionMultiplier"); - public static readonly int _ShadowClipPlanes = Shader.PropertyToID("_ShadowClipPlanes"); + public static readonly int _ShadowFrustumPlanes = Shader.PropertyToID("_ShadowFrustumPlanes"); public static readonly int _StencilMask = Shader.PropertyToID("_StencilMask"); public static readonly int _StencilRef = Shader.PropertyToID("_StencilRef"); @@ -309,6 +310,8 @@ static class HDShaderIDs public static readonly int _TaaFrameInfo = Shader.PropertyToID("_TaaFrameInfo"); public static readonly int _TaaJitterStrength = Shader.PropertyToID("_TaaJitterStrength"); + public static readonly int _TransparentCameraOnlyMotionVectors = Shader.PropertyToID("_TransparentCameraOnlyMotionVectors "); + public static readonly int _WorldSpaceCameraPos1 = Shader.PropertyToID("_WorldSpaceCameraPos1"); public static readonly int _ViewMatrix1 = Shader.PropertyToID("_ViewMatrix1"); @@ -447,9 +450,11 @@ static class HDShaderIDs public static readonly int _CustomDepthTexture = Shader.PropertyToID("_CustomDepthTexture"); public static readonly int _CustomColorTexture = Shader.PropertyToID("_CustomColorTexture"); public static readonly int _CustomPassInjectionPoint = Shader.PropertyToID("_CustomPassInjectionPoint"); + public static readonly int _AfterPostProcessColorBuffer = Shader.PropertyToID("_AfterPostProcessColorBuffer"); public static readonly int _InputCubemap = Shader.PropertyToID("_InputCubemap"); public static readonly int _Mipmap = Shader.PropertyToID("_Mipmap"); + public static readonly int _ApplyExposure = Shader.PropertyToID("_ApplyExposure"); public static readonly int _DiffusionProfileHash = Shader.PropertyToID("_DiffusionProfileHash"); public static readonly int _MaxRadius = Shader.PropertyToID("_MaxRadius"); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs index 324fe90b6fb..5d821413c6d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/PathTracing.cs @@ -48,6 +48,11 @@ public sealed class PathTracing : VolumeComponent /// [Tooltip("Defines the maximum intensity value computed for a path segment.")] public ClampedFloatParameter maximumIntensity = new ClampedFloatParameter(10f, 0f, 100f); + + public PathTracing() + { + displayName = "Path Tracing (Preview)"; + } } public partial class HDRenderPipeline { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl index d5a1adb27ae..fb77ec2ac2e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingBSDF.hlsl @@ -17,7 +17,7 @@ bool SampleGGX(MaterialData mtlData, float NdotL, NdotH, VdotH; float3x3 localToWorld = GetLocalFrame(mtlData.bsdfData.normalWS); - SampleGGXDir(inputSample, mtlData.V, localToWorld, roughness, outgoingDir, NdotL, NdotH, VdotH); + SampleGGXDir(inputSample.xy, mtlData.V, localToWorld, roughness, outgoingDir, NdotL, NdotH, VdotH); if (NdotL < 0.001 || !IsAbove(mtlData, outgoingDir)) return false; @@ -223,7 +223,7 @@ bool SampleGGX(MaterialData mtlData, float NdotL, NdotH, VdotH; float3x3 localToWorld = GetLocalFrame(mtlData.bsdfData.normalWS); - SampleGGXDir(inputSample, mtlData.V, localToWorld, roughness, outgoingDir, NdotL, NdotH, VdotH); + SampleGGXDir(inputSample.xy, mtlData.V, localToWorld, roughness, outgoingDir, NdotL, NdotH, VdotH); // FIXME: won't be necessary after new version of SampleGGXDir() float3 H = normalize(mtlData.V + outgoingDir); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl index 86107086c5a..5e93447e600 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/PathTracing/Shaders/PathTracingLight.hlsl @@ -35,7 +35,8 @@ LightList CreateLightList(float3 position, uint lightLayers) localCount = _PunctualLightCountRT + _AreaLightCountRT; #endif - for (uint i = 0; i < localCount && list.localCount < MAX_LOCAL_LIGHT_COUNT; i++) + uint i; + for (i = 0; i < localCount && list.localCount < MAX_LOCAL_LIGHT_COUNT; i++) { #ifdef USE_LIGHT_CLUSTER const LightData lightData = FetchClusterLightIndex(list.cellIndex, i); @@ -50,7 +51,7 @@ LightList CreateLightList(float3 position, uint lightLayers) // Then filter the active distant lights (directional) list.distantCount = 0; - for (uint i = 0; i < _DirectionalLightCount && list.distantCount < MAX_DISTANT_LIGHT_COUNT; i++) + for (i = 0; i < _DirectionalLightCount && list.distantCount < MAX_DISTANT_LIGHT_COUNT; i++) { if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, lightLayers)) list.distantIndex[list.distantCount++] = i; @@ -175,7 +176,7 @@ bool SampleLights(LightList lightList, if (lightData.size.x > 0.0) // Stores the square radius { float3x3 localFrame = GetLocalFrame(normalize(outgoingDir)); - SampleCone(inputSample, sqrt(saturate(1.0 - lightData.size.x / sqDist)), outgoingDir, pdf); // computes rcpPdf + SampleCone(inputSample.xy, sqrt(saturate(1.0 - lightData.size.x / sqDist)), outgoingDir, pdf); // computes rcpPdf outgoingDir = normalize(outgoingDir.x * localFrame[0] + outgoingDir.y * localFrame[1] + outgoingDir.z * localFrame[2]); @@ -207,7 +208,7 @@ bool SampleLights(LightList lightList, if (lightData.angularDiameter > 0.0) { - SampleCone(inputSample, cos(lightData.angularDiameter * 0.5), outgoingDir, pdf); // computes rcpPdf + SampleCone(inputSample.xy, cos(lightData.angularDiameter * 0.5), outgoingDir, pdf); // computes rcpPdf value = lightData.color / pdf; pdf = GetDistantLightWeight(lightList) / pdf; outgoingDir = normalize(outgoingDir.x * normalize(lightData.right) + outgoingDir.y * normalize(lightData.up) - outgoingDir.z * lightData.forward); @@ -235,9 +236,9 @@ void EvaluateLights(LightList lightList, { value = 0.0; pdf = 0.0; - + uint i; // First local lights - for (uint i = 0; i < lightList.localCount; i++) + for (i = 0; i < lightList.localCount; i++) { LightData lightData = GetLocalLightData(lightList, i); @@ -273,7 +274,7 @@ void EvaluateLights(LightList lightList, } // Then distant lights - for (uint i = 0; i < lightList.distantCount; i++) + for (i = 0; i < lightList.distantCount; i++) { DirectionalLightData lightData = GetDistantLightData(lightList, i); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs index 541e2e6a399..4c9fe99b703 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingIndirectDiffuse.cs @@ -87,7 +87,12 @@ void RenderIndirectDiffuse(HDCamera hdCamera, CommandBuffer cmd, ScriptableRende // Bind the output texture cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[0], m_GbufferManager.GetBuffer(0)); cmd.SetComputeTextureParam(indirectDiffuseCS, indirectDiffuseKernel, HDShaderIDs._GBufferTexture[3], m_GbufferManager.GetBuffer(3)); - cmd.SetComputeVectorParam(indirectDiffuseCS, HDShaderIDs._IndirectLightingMultiplier, new Vector4(hdCamera.volumeStack.GetComponent().indirectDiffuseIntensity.value, 0, 0, 0)); + + IndirectLightingController indirectLightingController = hdCamera.volumeStack.GetComponent(); + cmd.SetComputeFloatParam(indirectDiffuseCS, HDShaderIDs._IndirectDiffuseLightingMultiplier, indirectLightingController.indirectDiffuseIntensity.value); + cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._IndirectDiffuseLightingLayers, hdCamera.frameSettings.IsEnabled(FrameSettingsField.LightLayers) ? (int)indirectLightingController.GetIndirectDiffuseLightingLayers() : -1); + cmd.SetComputeFloatParam(indirectDiffuseCS, HDShaderIDs._ReflectionLightingMultiplier, indirectLightingController.reflectionLightingMultiplier.value); + cmd.SetComputeIntParam(indirectDiffuseCS, HDShaderIDs._ReflectionLightingLayers, hdCamera.frameSettings.IsEnabled(FrameSettingsField.LightLayers) ? (int)indirectLightingController.GetReflectionLightingLayers() : -1); // Evaluate the dispatch parameters int areaTileSize = 8; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs index 282a3eb98ac..0ccf1924f1d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingLightCluster.cs @@ -69,6 +69,9 @@ internal class HDRaytracingLightCluster int envLightCount = 0; int totalLightCount = 0; int numLightsPerCell = 0; + Bounds bounds = new Bounds(); + Vector3 minBounds = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue); + Vector3 maxBounds = new Vector3(-float.MaxValue, -float.MaxValue, -float.MaxValue); public HDRaytracingLightCluster() { @@ -200,7 +203,7 @@ void ResizeVolumeBuffer(int numLights) void ResizeLightDataBuffer(int numLights) { - // Release the previous buffer + // Release the previous buffer if (m_LightDataGPUArray != null) { // If it is not null and it has already the right size, we are pretty much done @@ -239,6 +242,22 @@ void ResizeEnvLightDataBuffer(int numEnvLights) } } + void OOBBToAABBBounds(Vector3 centerWS, Vector3 extents, Vector3 up, Vector3 right, Vector3 forward, ref Bounds outBounds) + { + // Reset the bounds of the AABB + bounds.min = minBounds; + bounds.max = maxBounds; + // Push the 8 corners of the oobb into the AABB + bounds.Encapsulate(centerWS + right * extents.x + up * extents.y + forward * extents.z); + bounds.Encapsulate(centerWS + right * extents.x + up * extents.y - forward * extents.z); + bounds.Encapsulate(centerWS + right * extents.x - up * extents.y + forward * extents.z); + bounds.Encapsulate(centerWS + right * extents.x - up * extents.y - forward * extents.z); + bounds.Encapsulate(centerWS - right * extents.x + up * extents.y + forward * extents.z); + bounds.Encapsulate(centerWS - right * extents.x + up * extents.y - forward * extents.z); + bounds.Encapsulate(centerWS - right * extents.x - up * extents.y + forward * extents.z); + bounds.Encapsulate(centerWS - right * extents.x - up * extents.y - forward * extents.z); + } + void BuildGPULightVolumes(HDRayTracingLights rayTracingLights) { int totalNumLights = rayTracingLights.lightCount; @@ -270,20 +289,35 @@ void BuildGPULightVolumes(HDRayTracingLights rayTracingLights) // Reserve space in the cookie atlas m_RenderPipeline.ReserveCookieAtlasTexture(currentLight, light); + + // Grab the light range float lightRange = light.range; - m_LightVolumesCPUArray[realIndex].range = new Vector3(lightRange, lightRange, lightRange); - m_LightVolumesCPUArray[realIndex].position = currentLight.gameObject.transform.position; - m_LightVolumesCPUArray[realIndex].active = (currentLight.gameObject.activeInHierarchy ? 1 : 0); - m_LightVolumesCPUArray[realIndex].lightIndex = (uint)lightIdx; - + if (currentLight.type != HDLightType.Area) { + m_LightVolumesCPUArray[realIndex].range = new Vector3(lightRange, lightRange, lightRange); + m_LightVolumesCPUArray[realIndex].position = currentLight.gameObject.transform.position; + m_LightVolumesCPUArray[realIndex].active = (currentLight.gameObject.activeInHierarchy ? 1 : 0); + m_LightVolumesCPUArray[realIndex].lightIndex = (uint)lightIdx; m_LightVolumesCPUArray[realIndex].shape = 0; m_LightVolumesCPUArray[realIndex].lightType = 0; punctualLightCount++; } else { + // let's compute the oobb of the light influence volume first + Vector3 oobbDimensions = new Vector3(currentLight.shapeWidth + 2 * lightRange, currentLight.shapeHeight + 2 * lightRange, lightRange); // One-sided + Vector3 extents = 0.5f * oobbDimensions; + Vector3 oobbCenter = currentLight.gameObject.transform.position + extents.z * currentLight.gameObject.transform.forward; + + // Let's now compute an AABB that matches the previously defined OOBB + OOBBToAABBBounds(oobbCenter, extents, currentLight.gameObject.transform.up, currentLight.gameObject.transform.right, currentLight.gameObject.transform.forward, ref bounds); + + // Fill the volume data + m_LightVolumesCPUArray[realIndex].range = bounds.extents; + m_LightVolumesCPUArray[realIndex].position = bounds.center; + m_LightVolumesCPUArray[realIndex].active = (currentLight.gameObject.activeInHierarchy ? 1 : 0); + m_LightVolumesCPUArray[realIndex].lightIndex = (uint)lightIdx; m_LightVolumesCPUArray[realIndex].shape = 1; m_LightVolumesCPUArray[realIndex].lightType = 1; areaLightCount++; @@ -697,7 +731,7 @@ void BuildEnvLightData(CommandBuffer cmd, HDCamera hdCamera, HDRayTracingLights HDRenderPipeline.PreprocessProbeData(ref processedProbe, probeData, hdCamera); var envLightData = new EnvLightData(); - m_RenderPipeline.GetEnvLightData(cmd, hdCamera, processedProbe, m_RenderPipeline.m_CurrentDebugDisplaySettings, ref envLightData); + m_RenderPipeline.GetEnvLightData(cmd, hdCamera, processedProbe, ref envLightData); // We make the light position camera-relative as late as possible in order // to allow the preceding code to work with the absolute world space coordinates. diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs index 29947eff1be..5e8e5c21cce 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingManager.cs @@ -384,6 +384,25 @@ internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) RecursiveRendering recursiveSettings = hdCamera.volumeStack.GetComponent(); PathTracing pathTracingSettings = hdCamera.volumeStack.GetComponent(); + // We need to process the emissive meshes of the rectangular area lights + for (var i = 0; i < m_RayTracingLights.hdRectLightArray.Count; i++) + { + // Fetch the current renderer of the rectangular area light (if any) + MeshRenderer currentRenderer = m_RayTracingLights.hdRectLightArray[i].emissiveMeshRenderer; + + // If there is none it means that there is no emissive mesh for this light + if (currentRenderer == null) continue; + + // This objects should be included into the RAS + AddInstanceToRAS(currentRenderer, + rayTracedShadow, + aoSettings.rayTracing.value, aoSettings.layerMask.value, + reflSettings.rayTracing.value, reflSettings.layerMask.value, + giSettings.rayTracing.value, giSettings.layerMask.value, + recursiveSettings.enable.value, recursiveSettings.layerMask.value, + pathTracingSettings.enable.value, pathTracingSettings.layerMask.value); + } + LODGroup[] lodGroupArray = UnityEngine.GameObject.FindObjectsOfType(); for (var i = 0; i < lodGroupArray.Length; i++) { @@ -419,7 +438,10 @@ internal void BuildRayTracingAccelerationStructure(HDCamera hdCamera) { Renderer currentRenderer = currentLOD.renderers[rendererIdx]; // Add this fella to the renderer list - m_RayTracingRendererReference.Add(currentRenderer.GetInstanceID(), 1); + // Unfortunately, we need to check that this renderer was not already pushed into the list (happens if the user uses the same mesh renderer + // for two LODs) + if (!m_RayTracingRendererReference.ContainsKey(currentRenderer.GetInstanceID())) + m_RayTracingRendererReference.Add(currentRenderer.GetInstanceID(), 1); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs index 52eb12c4f0a..1ba075aa2e8 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/HDRaytracingRecursiveRenderer.cs @@ -139,14 +139,8 @@ void RaytracingRecursiveRender(HDCamera hdCamera, CommandBuffer cmd, ScriptableR cmd.SetGlobalFloat(HDShaderIDs._RaytracingPixelSpreadAngle, GetPixelSpreadAngle(hdCamera.camera.fieldOfView, hdCamera.actualWidth, hdCamera.actualHeight)); // LightLoop data - cmd.SetGlobalBuffer(HDShaderIDs._RaytracingLightCluster, lightCluster.GetCluster()); - cmd.SetGlobalBuffer(HDShaderIDs._LightDatasRT, lightCluster.GetLightDatas()); - cmd.SetGlobalVector(HDShaderIDs._MinClusterPos, lightCluster.GetMinClusterPos()); - cmd.SetGlobalVector(HDShaderIDs._MaxClusterPos, lightCluster.GetMaxClusterPos()); - cmd.SetGlobalInt(HDShaderIDs._LightPerCellCount, lightClusterSettings.maxNumLightsPercell.value); - cmd.SetGlobalInt(HDShaderIDs._PunctualLightCountRT, lightCluster.GetPunctualLightCount()); - cmd.SetGlobalInt(HDShaderIDs._AreaLightCountRT, lightCluster.GetAreaLightCount()); - + lightCluster.BindLightClusterData(cmd); + // Note: Just in case, we rebind the directional light data (in case they were not) cmd.SetGlobalBuffer(HDShaderIDs._DirectionalLightDatas, m_LightLoopLightData.directionalLightData); cmd.SetGlobalInt(HDShaderIDs._DirectionalLightCount, m_lightList.directionalLights.Count); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs index 15770d49ee7..bd5c5bd63b6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/LightCluster.cs @@ -19,5 +19,10 @@ public sealed class LightCluster : VolumeComponent /// [Tooltip("Controls the range of the cluster around the camera.")] public ClampedFloatParameter cameraClusterRange = new ClampedFloatParameter(10f, 0.001f, 50f); + + public LightCluster() + { + displayName = "Light Cluster (Preview)"; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs index f15a5f100c3..7a3c07316a3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RayTracingSettings.cs @@ -5,7 +5,7 @@ namespace UnityEngine.Rendering.HighDefinition /// /// A volume component that holds the general settings for ray traced effects. /// - [Serializable, VolumeComponentMenu("Ray Tracing/Settings (Preview)")] + [Serializable, VolumeComponentMenu("Ray Tracing/Ray Tracing Settings (Preview)")] public sealed class RayTracingSettings : VolumeComponent { /// @@ -13,5 +13,10 @@ public sealed class RayTracingSettings : VolumeComponent /// [Tooltip("Controls the bias for all real-time ray tracing effects.")] public ClampedFloatParameter rayBias = new ClampedFloatParameter(0.001f, 0.0f, 0.1f); + + public RayTracingSettings() + { + displayName = "Ray Tracing Settings (Preview)"; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs index d5afc8c21f7..9790c8d4763 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/RecursiveRendering.cs @@ -33,5 +33,10 @@ public sealed class RecursiveRendering : VolumeComponent ///
[Tooltip("Ray Length. This defines the maximal travel distance of rays.")] public ClampedFloatParameter rayLength = new ClampedFloatParameter(10f, 0f, 50f); + + public RecursiveRendering() + { + displayName = "Recursive Rendering (Preview)"; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute index b762bd53f23..6e66f08da24 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Denoising/ReflectionDenoiser.compute @@ -20,6 +20,11 @@ // Tile size of this compute #define REFLECTION_FILTER_TILE_SIZE 8 +//#pragma enable_d3d11_debug_symbols + +// Thereshold at which we decide to reject the reflection history +#define REFLECTION_HISTORY_REJECTION_THRESHOLD 0.75 + TEXTURE2D_X(_DenoiseInputTexture); TEXTURE2D_X(_HistoryBuffer); RW_TEXTURE2D_X(float4, _DenoiseOutputTextureRW); @@ -51,9 +56,17 @@ void TemporalAccumulation(uint3 dispatchThreadId : SV_DispatchThreadID, uint2 gr float velocityLength = length(velocity); float2 uv = posInputs.positionNDC; - float3 color = Fetch(_DenoiseInputTexture, uv, 0.0, _RTHandleScale.xy) * GetCurrentExposureMultiplier(); - float3 history = Fetch(_HistoryBuffer, posInputs.positionNDC - velocity, 0.0, _RTHandleScaleHistory.xy) * GetCurrentExposureMultiplier(); + float4 historyRaw = Fetch4(_HistoryBuffer, posInputs.positionNDC - velocity, 0.0, _RTHandleScaleHistory.xy); + float3 history = historyRaw.xyz * GetCurrentExposureMultiplier(); + + // If the validity of the history is lower than a given threshold, we do not want to use it + if (historyRaw.w < REFLECTION_HISTORY_REJECTION_THRESHOLD) + { + _DenoiseOutputTextureRW[COORD_TEXTURE2D_X(centerCoord)] = float4(color * GetInverseCurrentExposureMultiplier(), LOAD_TEXTURE2D_X(_DenoiseInputTexture, centerCoord).w); + return; + } + float3 topLeft = Fetch(_DenoiseInputTexture, uv, -RADIUS, _RTHandleScale.xy) * GetCurrentExposureMultiplier(); float3 bottomRight = Fetch(_DenoiseInputTexture, uv, RADIUS, _RTHandleScale.xy) * GetCurrentExposureMultiplier(); @@ -100,7 +113,9 @@ void CopyHistory(uint3 dispatchThreadId : SV_DispatchThreadID) if (any(dispatchThreadId.xy > uint2(_ScreenSize.xy))) return; // Out of bounds, discard - _DenoiseOutputTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = _DenoiseInputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)]; + float4 currentColor = _DenoiseInputTexture[COORD_TEXTURE2D_X(dispatchThreadId.xy)]; + // We need to apply a step function on the blend factor to evaluate the validity of the history (if it is stricly higher than 0.0 then its valid) + _DenoiseOutputTextureRW[COORD_TEXTURE2D_X(dispatchThreadId.xy)] = float4(currentColor.xyz, currentColor.w > 0.0 ? 1.0 : 0.0); } int _DenoiserFilterRadius; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute index ad2d408fd25..e4aee2550a0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/IndirectDiffuse/RaytracingIndirectDiffuse.compute @@ -255,6 +255,7 @@ void IndirectDiffuseAccumulation(uint3 dispatchThreadId : SV_DispatchThreadID, u uint2 currentPixelCoordinate = groupId * RAYTRACING_INDIRECT_DIFFUSE_TILE_SIZE + groupThreadId; // Add the indirect diffuse to the buffer (while pre-multiplying by the base color) - _GBufferTexture3[COORD_TEXTURE2D_X(currentPixelCoordinate)] += LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, currentPixelCoordinate) * LOAD_TEXTURE2D_X(_GBufferTexture0, currentPixelCoordinate) * _IndirectLightingMultiplier.x; + float indirectDiffuseMultiplier = GetIndirectDiffuseMultiplier(0xFF); // We don't have renderinglayer here + _GBufferTexture3[COORD_TEXTURE2D_X(currentPixelCoordinate)] += LOAD_TEXTURE2D_X(_IndirectDiffuseTexture, currentPixelCoordinate) * LOAD_TEXTURE2D_X(_GBufferTexture0, currentPixelCoordinate) * indirectDiffuseMultiplier; #endif } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace index faffd8f5997..85762c9926e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingSubSurface.raytrace @@ -66,13 +66,9 @@ void RayGenSubSurface() PositionInputs posInput = GetPositionInput(currentPixelCoord, 1.0/LaunchDim.xy, depthValue, UNITY_MATRIX_I_VP, GetWorldToViewMatrix(), 0); posInput.positionWS = GetAbsolutePositionWS(posInput.positionWS); - // Read the bsdf data and builtin data from the gbuffer - BSDFData bsdfData; - ZERO_INITIALIZE(BSDFData, bsdfData); - BuiltinData builtinData; - ZERO_INITIALIZE(BuiltinData, builtinData); - uint featureFlags = MATERIALFEATUREFLAGS_LIT_SUBSURFACE_SCATTERING; - DecodeFromGBuffer(currentPixelCoord, featureFlags, bsdfData, builtinData); + // Read the normal data + NormalData normalData; + DecodeFromNormalBuffer(currentPixelCoord, normalData); // Read the SSS Data SSSData sssData; @@ -88,7 +84,7 @@ void RayGenSubSurface() // Do our walk ScatteringResult scatteringResult; - ScatteringWalk(bsdfData.normalWS, bsdfData.diffuseColor, scatteringDistance, currentPixelCoord, globalSampleIndex, posInput.positionWS, scatteringResult); + ScatteringWalk(normalData.normalWS, sssData.diffuseColor, scatteringDistance, currentPixelCoord, globalSampleIndex, posInput.positionWS, scatteringResult); // Normalize the throughput scatteringResult.outputThroughput /= (float)_RaytracingNumSamples; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute index b664ff75e11..7aaa6b7c316 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.compute @@ -44,6 +44,7 @@ // Tile size of this compute #define RAYTRACING_SHADOW_TILE_SIZE 8 +#define AREA_SHADOW_CLAMP_VALUE 10.0 // The target acceleration structure that we will evaluate the reflexion in TEXTURE2D_X(_DepthTexture); @@ -143,7 +144,7 @@ void RaytracingAreaShadowPrepass(uint3 dispatchThreadId : SV_DispatchThreadID, u lightData.cookieMode = cookieMode; // Compute the non-occluded analytic luminance value - float U = Luminance(lighting.diffuse + lighting.specular); + float U = clamp(Luminance(lighting.diffuse + lighting.specular) * GetCurrentExposureMultiplier(), 0.0, AREA_SHADOW_CLAMP_VALUE); // NOTE: Due to a VGPR optimisation in we need to restore the previous value (position, dimmer, and other thing are overriden) lightData = _LightDatas[_RaytracingTargetAreaLight]; @@ -190,7 +191,7 @@ void RaytracingAreaShadowPrepass(uint3 dispatchThreadId : SV_DispatchThreadID, u // Combine the light color with the light cookie color (if any) float3 lightColor = lightData.color; - if (lightData.cookieIndex >= 0) + if (lightData.cookieMode != COOKIEMODE_NONE) { float cookieWidth = lightData.cookieScaleOffset.x * _CookieAtlasSize.x; float cookieSizePOT = round(LOG2_E * log(cookieWidth)); @@ -205,7 +206,7 @@ void RaytracingAreaShadowPrepass(uint3 dispatchThreadId : SV_DispatchThreadID, u float3 radiance = misPDF > 0.0 ? (diffuseLighting + specularLighting) / misPDF : 0.0; // Accumulate - float3 Un = radiance; + float3 Un = clamp(radiance * GetCurrentExposureMultiplier(), 0.0, AREA_SHADOW_CLAMP_VALUE); // Compute luminance of Un float UnL = Luminance(Un) / _RaytracingNumSamples; @@ -330,7 +331,7 @@ void RaytracingAreaShadowNewSample(uint3 dispatchThreadId : SV_DispatchThreadID, // Combine the light color with the light cookie color (if any) float3 lightColor = lightData.color; - if (lightData.cookieIndex >= 0) + if (lightData.cookieMode != COOKIEMODE_NONE) { float cookieWidth = lightData.cookieScaleOffset.x * _CookieAtlasSize.x; float cookieSizePOT = round(LOG2_E * log(cookieWidth)); @@ -345,7 +346,7 @@ void RaytracingAreaShadowNewSample(uint3 dispatchThreadId : SV_DispatchThreadID, float3 radiance = misPDF > 0.0 ? (diffuseLighting + specularLighting) / misPDF : 0.0; // Accumulate - float3 Un = radiance; + float3 Un = clamp(radiance * GetCurrentExposureMultiplier(), 0.0, AREA_SHADOW_CLAMP_VALUE); // Compute luminance of Un float UnL = Luminance(Un) / _RaytracingNumSamples; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.raytrace b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.raytrace index bbab6535537..04fc6763842 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.raytrace +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/RaytracingShadow.raytrace @@ -141,10 +141,13 @@ void RayGenAreaShadows() // Given that the approximation used for LTC is completely different from what we would get from a real integration, we only rely on the not textured intensity. // To acheive that, we set cookie index to -1 so that the evaluatebsdf_rect function to not use any cookie. We also keep track of that cookie value to restore it after the evaluation. int cookieIndex = lightData.cookieIndex; + int cookieMode = lightData.cookieMode; lightData.cookieIndex = -1; + lightData.cookieIndex = COOKIEMODE_NONE; DirectLighting lighting = EvaluateBSDF_Rect(context, viewWS, posInput, preLightData, lightData, bsdfData, builtinData); lighting.diffuse = lighting.diffuse * bsdfData.diffuseColor; lightData.cookieIndex = cookieIndex; + lightData.cookieIndex = cookieMode; // Compute the non-occluded analytic luminance value float U = Luminance(lighting.diffuse + lighting.specular); @@ -664,9 +667,9 @@ void RayGenSemiTransparentShadowSegmentSingle() if (rayIntersection.color.x != 0.0) { rayDescriptor.Origin = rayOrigin; - rayDescriptor.Direction = rayDirection; + rayDescriptor.Direction = rayDirection.xyz; rayDescriptor.TMin = 0.0; - rayDescriptor.TMax = 1000.0; + rayDescriptor.TMax = rayDistance; rayIntersection.color = float3(1.0, 1.0, 1.0); TraceRay(_RaytracingAccelerationStructure, RAY_FLAG_CULL_FRONT_FACING_TRIANGLES diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl index a2edee5e38f..48f5b932b71 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Shadows/SphericalQuad.hlsl @@ -1,7 +1,11 @@ +// I am not sure why exactly, by a lower epsilon generates ray that even if they give a valid result with ray tracing +// nuke the performance. Changing the epsilon from 1e-6 to 1e-5 seems to solve the issue. +#define PLANE_INTERSECTION_EPSILON 1e-5 + bool IntersectPlane(float3 ray_origin, float3 ray_dir, float3 pos, float3 normal, out float t) { float denom = dot(normal, ray_dir); - if (abs(denom) > 1e-6) + if (abs(denom) > PLANE_INTERSECTION_EPSILON) { float3 d = pos - ray_origin; t = dot(d, normal) / denom; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs index 17640a125c9..42afa93e5a7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs @@ -4,15 +4,26 @@ namespace UnityEngine.Rendering.HighDefinition { /// Engine lighting property. - [Flags] public enum LightingProperty { /// No debug output. None = 0, /// Render only diffuse. - DiffuseOnly = 1 << 0, + DiffuseOnly, /// Render only specular. - SpecularOnly = 1 << 1, + SpecularOnly, + /// Render only direct diffuse. + DirectDiffuseOnly, + /// Render only direct specular. + DirectSpecularOnly, + /// Render only indirect diffuse. + IndirectDiffuseOnly, + /// Render only reflection. + ReflectionOnly, + /// Render only refraction. + RefractionOnly, + /// Render only emissive. + EmissiveOnly } /// Output a specific debug mode. @@ -120,6 +131,24 @@ public void FillDebugData(DebugDisplaySettings debug) case LightingProperty.SpecularOnly: debug.SetDebugLightingMode(DebugLightingMode.SpecularLighting); break; + case LightingProperty.DirectDiffuseOnly: + debug.SetDebugLightingMode(DebugLightingMode.DirectDiffuseLighting); + break; + case LightingProperty.DirectSpecularOnly: + debug.SetDebugLightingMode(DebugLightingMode.DirectSpecularLighting); + break; + case LightingProperty.IndirectDiffuseOnly: + debug.SetDebugLightingMode(DebugLightingMode.IndirectDiffuseLighting); + break; + case LightingProperty.ReflectionOnly: + debug.SetDebugLightingMode(DebugLightingMode.ReflectionLighting); + break; + case LightingProperty.RefractionOnly: + debug.SetDebugLightingMode(DebugLightingMode.RefractionLighting); + break; + case LightingProperty.EmissiveOnly: + debug.SetDebugLightingMode(DebugLightingMode.EmissiveLighting); + break; default: { debug.SetDebugLightingMode(DebugLightingMode.None); diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs index c2e29e0ba08..93fdbe10c13 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequestData.cs @@ -70,7 +70,8 @@ FramePassCallback callback } /// Allocate texture if required. - /// A buffer of texture ready to use. + /// A buffer of textures ready to use. + /// A buffer of textures ready to use for custom pass AOVs. public void AllocateTargetTexturesIfRequired(ref List textures) { if (!isValid || textures == null) @@ -154,6 +155,7 @@ List targets /// Execute the frame pass callback. It assumes that the textures are properly initialized and filled. /// The command buffer to use. /// The textures to use. + /// The custom pass AOV textures to use. /// The properties computed for this frame. public void Execute(CommandBuffer cmd, List framePassTextures, RenderOutputProperties outputProperties) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute index 60916a16f03..bc9622d8b75 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramid.compute @@ -19,7 +19,7 @@ // Author: Bob Brown // -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KColorGaussian KERNEL_SIZE=8 MAIN_GAUSSIAN=KColorGaussian DISABLE_TEXTURE2D_X_ARRAY #pragma kernel KColorDownsample KERNEL_SIZE=8 MAIN_DOWNSAMPLE=KColorDownsample DISABLE_TEXTURE2D_X_ARRAY diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader index c48142b1a8f..2d3c0bad80b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.shader @@ -12,7 +12,7 @@ Shader "ColorPyramidPS" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag #define DISABLE_TEXTURE2D_X_ARRAY 1 @@ -28,7 +28,7 @@ Shader "ColorPyramidPS" HLSLPROGRAM #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma vertex Vert #pragma fragment Frag #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/ColorPyramidPS.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs index 1a5515ccd0a..8c9de63e61f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPass.cs @@ -375,6 +375,9 @@ protected RTHandle GetNormalBuffer() /// The custom pass render queue type. /// Returns a render queue range compatible with a ScriptableRenderContext.DrawRenderers. protected RenderQueueRange GetRenderQueueRange(CustomPass.RenderQueueType type) + => GetRenderQueueRangeFromRenderQueueType(type); + + internal static RenderQueueRange GetRenderQueueRangeFromRenderQueueType(RenderQueueType type) { switch (type) { diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl index 00f86e02957..fb5e97ceed7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassCommon.hlsl @@ -10,6 +10,10 @@ float _CustomPassInjectionPoint; float _FadeValue; +// This texture is only available in after post process and contains the result of post processing effects. +// While SampleCameraColor still returns the color pyramid without post processes +TEXTURE2D_X(_AfterPostProcessColorBuffer); + float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true) { if (uvGuards) @@ -22,6 +26,7 @@ float3 CustomPassSampleCameraColor(float2 uv, float lod, bool uvGuards = true) // Also, we don't use _RTHandleScaleHistory to sample because the color pyramid bound is the actual camera color buffer which is at the resolution of the camera case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return SAMPLE_TEXTURE2D_X_LOD(_ColorPyramidTexture, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, 0).rgb; + case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return SAMPLE_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, s_trilinear_clamp_sampler, uv * _RTHandleScaleHistory.xy, 0).rgb; default: return SampleCameraColor(uv, lod); } } @@ -34,6 +39,7 @@ float3 CustomPassLoadCameraColor(uint2 pixelCoords, float lod) // there is no color pyramid yet for before transparent so we can't sample with mips. case CUSTOMPASSINJECTIONPOINT_BEFORE_TRANSPARENT: case CUSTOMPASSINJECTIONPOINT_BEFORE_PRE_REFRACTION: return LOAD_TEXTURE2D_X_LOD(_ColorPyramidTexture, pixelCoords, 0).rgb; + case CUSTOMPASSINJECTIONPOINT_AFTER_POST_PROCESS: return LOAD_TEXTURE2D_X_LOD(_AfterPostProcessColorBuffer, pixelCoords, 0).rgb; default: return LoadCameraColor(pixelCoords, lod); } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs index d62fec80b74..cc4c290ca32 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/CustomPass/CustomPassVolume.cs @@ -25,6 +25,12 @@ public class CustomPassVolume : MonoBehaviour [Min(0)] public float fadeRadius; + /// + /// The volume priority, used to determine the execution order when there is multiple volumes with the same injection point. + /// + [Tooltip("Sets the Volume priority in the stack. A higher value means higher priority. You can use negative values.")] + public float priority; + /// /// List of custom passes to execute /// @@ -82,6 +88,8 @@ internal bool Execute(ScriptableRenderContext renderContext, CommandBuffer cmd, return false; Shader.SetGlobalFloat(HDShaderIDs._CustomPassInjectionPoint, (float)injectionPoint); + if (injectionPoint == CustomPassInjectionPoint.AfterPostProcess) + Shader.SetGlobalTexture(HDShaderIDs._AfterPostProcessColorBuffer, targets.cameraColorBuffer); foreach (var pass in customPasses) { @@ -188,11 +196,19 @@ float GetVolumeExtent(CustomPassVolume volume) return extent; } - if (v1.isGlobal && v2.isGlobal) return 0; - if (v1.isGlobal) return 1; - if (v2.isGlobal) return -1; + // Sort by priority and then by volume extent + if (v1.priority == v2.priority) + { + if (v1.isGlobal && v2.isGlobal) return 0; + if (v1.isGlobal) return 1; + if (v2.isGlobal) return -1; - return GetVolumeExtent(v1).CompareTo(GetVolumeExtent(v2)); + return GetVolumeExtent(v1).CompareTo(GetVolumeExtent(v2)); + } + else + { + return v2.priority.CompareTo(v1.priority); + } }); } @@ -218,10 +234,10 @@ internal void AggregateCullingParameters(ref ScriptableCullingParameters culling // By default we don't want the culling to return any objects cullingParameters.cullingMask = 0; - cullingParameters.cullingOptions &= CullingOptions.Stereo; // We just keep stereo if enabled and clear the other flags + cullingParameters.cullingOptions = CullingOptions.None; - foreach (var injectionPoint in injectionPoints) - GetActivePassVolume(injectionPoint)?.AggregateCullingParameters(ref cullingParameters, hdCamera); + foreach (var volume in m_OverlappingPassVolumes) + volume?.AggregateCullingParameters(ref cullingParameters, hdCamera); // If we don't have anything to cull or the pass is asking for the same culling layers than the camera, we don't have to re-do the culling if (cullingParameters.cullingMask != 0 && (cullingParameters.cullingMask & hdCamera.camera.cullingMask) != cullingParameters.cullingMask) @@ -240,15 +256,29 @@ internal static void Cleanup() /// /// Gets the currently active Custom Pass Volume for a given injection point. + /// Note this function returns only the first active volume, not the others that will be executed. /// /// The injection point to get the currently active Custom Pass Volume for. /// Returns the Custom Pass Volume instance associated with the injection point. + [Obsolete("In order to support multiple custom pass volume per injection points, please use GetActivePassVolumes.")] public static CustomPassVolume GetActivePassVolume(CustomPassInjectionPoint injectionPoint) { + var volumes = new List(); + GetActivePassVolumes(injectionPoint, volumes); + return volumes.FirstOrDefault(); + } + + /// + /// Gets the currently active Custom Pass Volume for a given injection point. + /// + /// The injection point to get the currently active Custom Pass Volume for. + /// The list of custom pass volumes to popuplate with the active volumes. + public static void GetActivePassVolumes(CustomPassInjectionPoint injectionPoint, List volumes) + { + volumes.Clear(); foreach (var volume in m_OverlappingPassVolumes) if (volume.injectionPoint == injectionPoint) - return volume; - return null; + volumes.Add(volume); } /// diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute index faef32024cd..e04b738a4e1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DepthPyramid.compute @@ -1,7 +1,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/TextureXR.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel KDepthDownsample8DualUav KERNEL_SIZE=8 KERNEL_NAME=KDepthDownsample8DualUav diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader index 6fd5921fd77..fd669c3c65f 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/Distortion/ApplyDistortion.shader @@ -9,7 +9,7 @@ Shader "Hidden/HDRP/ApplyDistortion" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma editor_sync_compilation #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs index 56490069e8d..0681fe9fc65 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/DrawRenderersCustomPass.cs @@ -100,7 +100,7 @@ protected override void Execute(ScriptableRenderContext renderContext, CommandBu var shaderPasses = GetShaderTagIds(); if (overrideMaterial != null) { - shaderPasses[forwardShaderTags.Length - 1] = new ShaderTagId(overrideMaterialPassName); + shaderPasses[shaderPasses.Length - 1] = new ShaderTagId(overrideMaterialPassName); overrideMaterial.SetFloat(fadeValueId, fadeValue); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader index adb33cde564..77efe0dd4a3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/AmbientOcclusionResolve.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/AOResolve" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" //#pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader index 5404809c935..0db2490b910 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/ColorResolve" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader index 219e122d14c..bdb882276dd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/DepthValues.shader @@ -2,7 +2,9 @@ Shader "Hidden/HDRP/DepthValues" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + #pragma multi_compile _ _HAS_MOTION_VECTORS + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" // #pragma enable_d3d11_debug_symbols @@ -10,7 +12,9 @@ Shader "Hidden/HDRP/DepthValues" // Target multisampling textures TEXTURE2D_X_MSAA(float, _DepthTextureMS); TEXTURE2D_X_MSAA(float4, _NormalTextureMS); + #ifdef _HAS_MOTION_VECTORS TEXTURE2D_X_MSAA(float2, _MotionVectorTextureMS); + #endif struct Attributes { @@ -29,7 +33,9 @@ Shader "Hidden/HDRP/DepthValues" { float4 depthValues : SV_Target0; float4 normal : SV_Target1; + #ifdef _HAS_MOTION_VECTORS float2 motionVectors : SV_Target2; + #endif float actualDepth : SV_Depth; }; @@ -51,7 +57,9 @@ Shader "Hidden/HDRP/DepthValues" float depthVal = LOAD_TEXTURE2D_X_MSAA(_DepthTextureMS, pixelCoords, 0).x; fragO.depthValues = float4(depthVal, depthVal, depthVal, 0.0f); fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0); + #ifdef _HAS_MOTION_VECTORS fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, 0); + #endif fragO.actualDepth = fragO.depthValues.x; return fragO; } @@ -77,8 +85,10 @@ Shader "Hidden/HDRP/DepthValues" fragO.depthValues.z *= 0.5; fragO.actualDepth = fragO.depthValues.x; fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0); + #ifdef _HAS_MOTION_VECTORS // We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined. fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample); + #endif return fragO; } @@ -103,8 +113,10 @@ Shader "Hidden/HDRP/DepthValues" fragO.depthValues.z *= 0.25; fragO.actualDepth = fragO.depthValues.x; fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0); + #ifdef _HAS_MOTION_VECTORS // We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined. fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample); + #endif return fragO; } @@ -129,8 +141,10 @@ Shader "Hidden/HDRP/DepthValues" fragO.depthValues.z *= 0.125; fragO.actualDepth = fragO.depthValues.x; fragO.normal = LOAD_TEXTURE2D_X_MSAA(_NormalTextureMS, pixelCoords, 0); + #ifdef _HAS_MOTION_VECTORS // We pick the closest sample to camera, not really a great solution, but resolving motion vectors is ill defined. fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, closestSample); + #endif return fragO; } ENDHLSL diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader new file mode 100644 index 00000000000..09246ce23c3 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader @@ -0,0 +1,143 @@ +Shader "Hidden/HDRP/MotionVecResolve" +{ + HLSLINCLUDE + #pragma target 4.5 + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch + + #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" + #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" + // #pragma enable_d3d11_debug_symbols + + // Target multisampling textures + TEXTURE2D_X_MSAA(float2, _MotionVectorTextureMS); + + struct Attributes + { + uint vertexID : SV_VertexID; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct Varyings + { + float4 positionCS : SV_POSITION; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO + }; + + struct FragOut + { + float2 motionVectors : SV_Target0; + }; + + Varyings Vert(Attributes input) + { + Varyings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID); + output.texcoord = GetFullScreenTriangleTexCoord(input.vertexID) * _ScreenSize.xy; + return output; + } + + FragOut Frag1X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + fragO.motionVectors = LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, 0); + return fragO; + } + + FragOut Frag2X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + float2 outMotionVec = 0; + for(int sampleIdx = 0; sampleIdx < 2; ++sampleIdx) + { + outMotionVec += LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, sampleIdx); + } + fragO.motionVectors = outMotionVec * 0.5f; + return fragO; + } + + FragOut Frag4X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + float2 outMotionVec = 0; + for(int sampleIdx = 0; sampleIdx < 4; ++sampleIdx) + { + outMotionVec += LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, sampleIdx); + } + fragO.motionVectors = outMotionVec * 0.25f; + + return fragO; + } + + FragOut Frag8X(Varyings input) + { + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + FragOut fragO; + int2 pixelCoords = int2(input.texcoord); + float2 outMotionVec = 0; + for(int sampleIdx = 0; sampleIdx < 8; ++sampleIdx) + { + outMotionVec += LOAD_TEXTURE2D_X_MSAA(_MotionVectorTextureMS, pixelCoords, sampleIdx); + } + fragO.motionVectors = outMotionVec * 0.125f; + return fragO; + } + ENDHLSL + SubShader + { + Tags{ "RenderPipeline" = "HDRenderPipeline" } + + // 0: MSAA 1x + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag1X + ENDHLSL + } + + // 1: MSAA 2x + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag2X + ENDHLSL + } + + // 2: MSAA 4X + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag4X + ENDHLSL + } + + // 3: MSAA 8X + Pass + { + ZWrite On ZTest Always Blend Off Cull Off + + HLSLPROGRAM + #pragma vertex Vert + #pragma fragment Frag8X + ENDHLSL + } + } + Fallback Off +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader.meta new file mode 100644 index 00000000000..b65eb06c832 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader.meta @@ -0,0 +1,10 @@ +fileFormatVersion: 2 +guid: ea18ca9826385e943979c46cf98968cc +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + preprocessorOverride: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs index d16186a2d52..d5596dba52e 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/MipGenerator.cs @@ -39,6 +39,8 @@ public void Release() RTHandles.Release(m_TempDownsamplePyramid[i]); m_TempDownsamplePyramid[i] = null; } + + CoreUtils.Destroy(m_ColorPyramidPSMat); } private int tmpTargetCount @@ -144,6 +146,9 @@ public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, Textur useDynamicScale: true, name: "Temporary Downsampled Pyramid" ); + + cmd.SetRenderTarget(m_TempDownsamplePyramid[rtIndex]); + cmd.ClearRenderTarget(false, true, Color.black); } float sourceScaleX = (float)size.x / source.width; @@ -222,4 +227,4 @@ public int RenderColorGaussianPyramid(CommandBuffer cmd, Vector2Int size, Textur return srcMipLevel + 1; } } -} \ No newline at end of file +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs index 9d40438998e..60fd31b8e5a 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPipelineResources.cs @@ -188,6 +188,8 @@ public sealed class ShaderResources public Shader depthValuesPS; [Reload("Runtime/RenderPipeline/RenderPass/MSAA/ColorResolve.shader")] public Shader colorResolvePS; + [Reload("Runtime/RenderPipeline/RenderPass/MSAA/MotionVecResolve.shader")] + public Shader resolveMotionVecPS; // Post-processing [Reload("Runtime/PostProcessing/Shaders/AlphaCopy.compute")] @@ -337,6 +339,12 @@ public sealed class AssetResources { [Reload("Runtime/RenderPipelineResources/defaultDiffusionProfile.asset")] public DiffusionProfileSettings defaultDiffusionProfile; + + //Area Light Emissive Meshes + [Reload("Runtime/RenderPipelineResources/Mesh/Cylinder.fbx")] + public Mesh emissiveCylinderMesh; + [Reload("Runtime/RenderPipelineResources/Mesh/Quad.FBX")] + public Mesh emissiveQuadMesh; } public ShaderResources shaders; diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs index 507732895d6..0ba33475185 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/SceneViewDrawMode.cs @@ -1,4 +1,5 @@ #if UNITY_EDITOR +using System.Collections.Generic; using System.Collections; using UnityEditor; @@ -6,6 +7,8 @@ namespace UnityEngine.Rendering.HighDefinition { class SceneViewDrawMode { + static HashSet sceneViewHaveValidateFunction = new HashSet(); + static private bool RejectDrawMode(SceneView.CameraMode cameraMode) { if (cameraMode.drawMode == DrawCameraMode.TexturedWire || @@ -19,26 +22,39 @@ static private bool RejectDrawMode(SceneView.CameraMode cameraMode) cameraMode.drawMode == DrawCameraMode.DeferredSmoothness || cameraMode.drawMode == DrawCameraMode.DeferredNormal || cameraMode.drawMode == DrawCameraMode.ValidateAlbedo || - cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular || - cameraMode.drawMode == DrawCameraMode.LightOverlap + cameraMode.drawMode == DrawCameraMode.ValidateMetalSpecular ) return false; return true; } - static public void SetupDrawMode() + static void UpdateSceneViewStates() { - ArrayList sceneViewArray = SceneView.sceneViews; - foreach (SceneView sceneView in sceneViewArray) + foreach (SceneView sceneView in SceneView.sceneViews) + { + if (sceneViewHaveValidateFunction.Contains(sceneView)) + continue; + + sceneView.onValidateCameraMode += RejectDrawMode; + sceneViewHaveValidateFunction.Add(sceneView); + } + } + + static public void SetupDrawMode() + { + EditorApplication.update -= UpdateSceneViewStates; + EditorApplication.update += UpdateSceneViewStates; } static public void ResetDrawMode() { - ArrayList sceneViewArray = SceneView.sceneViews; - foreach (SceneView sceneView in sceneViewArray) + EditorApplication.update -= UpdateSceneViewStates; + + foreach (var sceneView in sceneViewHaveValidateFunction) sceneView.onValidateCameraMode -= RejectDrawMode; + sceneViewHaveValidateFunction.Clear(); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs index 1bad98da64e..5c007ed8c98 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Settings/FrameSettings.cs @@ -138,7 +138,7 @@ public enum FrameSettingsField [FrameSettingsField(0, autoName: Distortion, tooltip: "When enabled, HDRP processes a distortion render pass for Cameras using these Frame Settings (Depends on \"Distortion\" in current HDRP Asset).")] Distortion = 14, /// When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings. - [FrameSettingsField(0, displayedName: "Post-process", tooltip: "When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.")] + [FrameSettingsField(0, displayedName: "Post-process", customOrderInGroup: 17, tooltip: "When enabled, HDRP processes a post-processing render pass for Cameras using these Frame Settings.")] Postprocess = 15, /// When enabled, HDRP render user written post processes. [FrameSettingsField(0, displayedName: "Custom Post-process", positiveDependencies: new[] { Postprocess }, customOrderInGroup: 17, tooltip: "When enabled, HDRP render user written post processes.")] @@ -318,7 +318,9 @@ public enum FrameSettingsField [DebuggerDisplay("{mask.humanizedData}")] public struct FrameSettingsOverrideMask { - /// Mask of overridden values. + /// Gets the underlying BitArray HDRP uses to store the override mask and thus specific which field is overridden or not. + /// Note: BitArray128 is implements IBitArray and therefore has the scripting API described below. It is recomended to use the interface as the exact BitArray con evolve from one version of the package to another as the we need more capacity here. + /// [SerializeField] public BitArray128 mask; } @@ -393,6 +395,7 @@ partial struct FrameSettings (uint)FrameSettingsField.SkyReflection, (uint)FrameSettingsField.DirectSpecularLighting, (uint)FrameSettingsField.RayTracing, + (uint)FrameSettingsField.MSAA }), lodBias = 1, }; @@ -501,59 +504,54 @@ partial struct FrameSettings BitArray128 bitDatas; /// - /// if lodBiasMode == LODBiasMode.Fixed, then this value will overwrite QualitySettings.lodBias - /// if lodBiasMode == LODBiasMode.ScaleQualitySettings, then this value will scale QualitySettings.lodBias + /// If lodBiasMode is LODBiasMode.Fixed, then this value overwrites QualitySettings.lodBias. + /// If lodBiasMode is LODBiasMode.ScaleQualitySettings, then this value scales QualitySettings.lodBias. /// [SerializeField] public float lodBias; - /// Define how the QualitySettings.lodBias value is set. + /// Specifies how HDRP calculates QualitySettings.lodBias. [SerializeField] public LODBiasMode lodBiasMode; - /// The quality level to use when fetching the quality setting value. + /// The quality level the rendering component uses when it fetches the quality setting value. [SerializeField] public int lodBiasQualityLevel; /// - /// if maximumLODLevelMode == MaximumLODLevelMode.FromQualitySettings, then this value will overwrite QualitySettings.maximumLODLevel - /// if maximumLODLevelMode == MaximumLODLevelMode.OffsetQualitySettings, then this value will offset QualitySettings.maximumLODLevel + /// If maximumLODLevelMode is MaximumLODLevelMode.FromQualitySettings, then this value overwrites QualitySettings.maximumLODLevel + /// If maximumLODLevelMode is MaximumLODLevelMode.OffsetQualitySettings, then this value offsets QualitySettings.maximumLODLevel /// [SerializeField] public int maximumLODLevel; - /// Define how the QualitySettings.maximumLODLevel value is set. + /// Specifies how HDRP calculates QualitySettings.maximumLODLevel. [SerializeField] public MaximumLODLevelMode maximumLODLevelMode; - /// The quality level to use when fetching the quality setting value. + /// The maximum quality level the rendering component uses when it fetches the quality setting value. [SerializeField] public int maximumLODLevelQualityLevel; /// - /// The material quality level to use for this rendering. - /// if materialQuality == 0, then the material quality from the current quality settings - /// (in HDRP Asset) will be used. + /// The material quality level this rendering component uses. + /// If materialQuality == 0, the rendering component uses the material quality from the current quality settings in the HDRP Asset. /// public MaterialQuality materialQuality; - /// Helper to see binary saved data on LitShaderMode as a LitShaderMode enum. + /// Specifies the rendering path this rendering component uses. Here you can use the LitShaderMode enum to specify whether the rendering component uses forward or deferred rendering. public LitShaderMode litShaderMode { get => bitDatas[(uint)FrameSettingsField.LitShaderMode] ? LitShaderMode.Deferred : LitShaderMode.Forward; set => bitDatas[(uint)FrameSettingsField.LitShaderMode] = value == LitShaderMode.Deferred; } - /// - /// Get stored data for this field. - /// + /// Gets the stored override value for the passed in Frame Setting. Use this to access boolean values. /// Requested field. /// True if the field is enabled. public bool IsEnabled(FrameSettingsField field) => bitDatas[(uint)field]; - /// - /// Set stored data for this field. - /// + /// Sets the stored override value for the passed in Frame Setting. Use this to access boolean values. /// Requested field. /// State to set to the field. public void SetEnabled(FrameSettingsField field, bool value) => bitDatas[(uint)field] = value; /// - /// Compute the LOD bias value to use + /// Calculates the LOD bias value to use. /// /// The HDRP Assets to use /// The LOD Bias to use @@ -570,7 +568,7 @@ public float GetResolvedLODBias(HDRenderPipelineAsset hdrp) } /// - /// Compute the Maximum LOD level to use + /// Calculates the Maximum LOD level to use. /// /// The HDRP Asset to use /// The Maximum LOD level to use. @@ -681,6 +679,8 @@ internal static void Sanitize(ref FrameSettings sanitizedFrameSettings, Camera c // Object motion vector are disabled if motion vector are disabled sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.ObjectMotionVectors] &= motionVector && !preview; + sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentsWriteMotionVector] &= motionVector && !preview; + sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Decals] &= renderPipelineSettings.supportDecals && !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.TransparentPostpass] &= renderPipelineSettings.supportTransparentDepthPostpass && !preview; sanitizedFrameSettings.bitDatas[(int)FrameSettingsField.Distortion] &= renderPipelineSettings.supportDistortion && !msaa && !preview; @@ -732,7 +732,7 @@ internal static void AggregateFrameSettings(ref FrameSettings aggregatedFrameSet } /// - /// Equality operator. + /// Equality operator between two FrameSettings. Return `true` if equivalent. (comparison of content). /// /// First frame settings. /// Second frame settings. @@ -748,7 +748,7 @@ internal static void AggregateFrameSettings(ref FrameSettings aggregatedFrameSet && a.materialQuality == b.materialQuality; /// - /// Inequality operator. + /// Inequality operator between two FrameSettings. Return `true` if different. (comparison of content). /// /// First frame settings. /// Second frame settings. @@ -764,7 +764,7 @@ internal static void AggregateFrameSettings(ref FrameSettings aggregatedFrameSet || a.materialQuality != b.materialQuality; /// - /// Equality operator. + /// Equality operator between two FrameSettings. Return `true` if equivalent. (comparison of content). /// /// Frame Settings to compare to. /// True if both settings are equal. @@ -780,7 +780,7 @@ public override bool Equals(object obj) && materialQuality.Equals(((FrameSettings)obj).materialQuality); /// - /// Returns the hash code of the frame settings. + /// Returns the hash code of this object. /// /// Hash code of the frame settings. public override int GetHashCode() diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl index 60903b412d6..d96713326dc 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/MotionVectorVertexShaderCommon.hlsl @@ -133,6 +133,13 @@ PackedVaryingsType MotionVectorVS(inout VaryingsType varyingsType, AttributesMes ApplyVertexModification(inputMesh, normalWS, previousPositionRWS, _LastTimeParameters.xyz); #endif +#ifdef _WRITE_TRANSPARENT_MOTION_VECTOR + if (_TransparentCameraOnlyMotionVectors > 0) + { + previousPositionRWS = varyingsType.vmesh.positionRWS.xyz; + } +#endif + varyingsType.vpass.previousPositionCS = mul(UNITY_MATRIX_PREV_VP, float4(previousPositionRWS, 1.0)); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl index 56bc1dd51d9..0723ba0bea3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassRaytracingForward.hlsl @@ -93,6 +93,13 @@ void ClosestHitForward(inout RayIntersection rayIntersection : SV_RayPayload, At transmitted = transmittedIntersection.color; refractedWeight = 1.0; additionalRayCount += transmittedIntersection.rayCount; + + // Given that we are sharing code with rasterization, we need to override properly the refraction parameters + OverrideRefractionData(surfaceData, + transmittedIntersection.t, + pointWSPos + transmittedIntersection.t * refractedDir, + bsdfData, + preLightData); } #endif #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl index 208a00e9e0f..7e90f7fbb78 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/VertMesh.hlsl @@ -45,8 +45,6 @@ struct PackedVaryingsToDS #ifdef VARYINGS_NEED_PASS PackedVaryingsPassToDS vpass; #endif - - UNITY_VERTEX_OUTPUT_STEREO }; PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input) @@ -57,7 +55,6 @@ PackedVaryingsToDS PackVaryingsToDS(VaryingsToDS input) output.vpass = PackVaryingsPassToDS(input.vpass); #endif - UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); return output; } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs index 59ca696143d..f58dc38c772 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/HDUtils.cs @@ -25,6 +25,8 @@ public class HDUtils /// Default HDAdditionalCameraData static internal HDAdditionalCameraData s_DefaultHDAdditionalCameraData { get { return ComponentSingleton.instance; } } + static List m_TempCustomPassVolumeList = new List(); + static Texture3D m_ClearTexture3D; static RTHandle m_ClearTexture3DRTH; /// @@ -449,6 +451,42 @@ internal static string GetHDRenderPipelinePath() internal static string GetCorePath() => "Packages/com.unity.render-pipelines.core/"; + // It returns the previously set RenderPipelineAsset, assetWasFromQuality is true if the current asset was set through the quality settings + internal static RenderPipelineAsset SwitchToBuiltinRenderPipeline(out bool assetWasFromQuality) + { + var graphicSettingAsset = GraphicsSettings.renderPipelineAsset; + assetWasFromQuality = false; + if (graphicSettingAsset != null) + { + // Check if the currently used pipeline is the one from graphics settings + if (GraphicsSettings.currentRenderPipeline == graphicSettingAsset) + { + GraphicsSettings.renderPipelineAsset = null; + return graphicSettingAsset; + } + } + // If we are here, it means the asset comes from quality settings + var assetFromQuality = QualitySettings.renderPipeline; + QualitySettings.renderPipeline = null; + assetWasFromQuality = true; + return assetFromQuality; + } + + // Set the renderPipelineAsset, either on the quality settings if it was unset from there or in GraphicsSettings. + // IMPORTANT: RenderPipelineManager.currentPipeline won't be HDRP until a camera.Render() call is made. + internal static void RestoreRenderPipelineAsset(bool wasUnsetFromQuality, RenderPipelineAsset renderPipelineAsset) + { + if(wasUnsetFromQuality) + { + QualitySettings.renderPipeline = renderPipelineAsset; + } + else + { + GraphicsSettings.renderPipelineAsset = renderPipelineAsset; + } + + } + internal struct PackedMipChainInfo { public Vector2Int textureSize; @@ -470,6 +508,10 @@ public void Allocate() // This function is NOT fast, but it is illustrative, and can be optimized later. public void ComputePackedMipChainInfo(Vector2Int viewportSize) { + // No work needed. + if (viewportSize == mipLevelSizes[0]) + return; + textureSize = viewportSize; mipLevelSizes[0] = viewportSize; mipLevelOffsets[0] = Vector2Int.zero; @@ -619,31 +661,37 @@ internal static OperatingSystemFamily BuildTargetToOperatingSystemFamily(UnityEd #endif + internal static bool IsMacOSVersionAtLeast(string os, int majorVersion, int minorVersion, int patchVersion) + { + int startIndex = os.LastIndexOf(" "); + var parts = os.Substring(startIndex + 1).Split('.'); + int currentMajorVersion = Convert.ToInt32(parts[0]); + int currentMinorVersion = Convert.ToInt32(parts[1]); + int currentPatchVersion = Convert.ToInt32(parts[2]); + + if (currentMajorVersion < majorVersion) return false; + if (currentMajorVersion > majorVersion) return true; + if (currentMinorVersion < minorVersion) return false; + if (currentMinorVersion > minorVersion) return true; + if (currentPatchVersion < patchVersion) return false; + if (currentPatchVersion > patchVersion) return true; + return true; + } + internal static bool IsOperatingSystemSupported(string os) { // Metal support depends on OS version: // macOS 10.11.x doesn't have tessellation / earlydepthstencil support, early driver versions were buggy in general // macOS 10.12.x should usually work with AMD, but issues with Intel/Nvidia GPUs. Regardless of the GPU, there are issues with MTLCompilerService crashing with some shaders - // macOS 10.13.x is expected to work, and if it's a driver/shader compiler issue, there's still hope on getting it fixed to next shipping OS patch release + // macOS 10.13.x should work, but active development tests against current OS // // Has worked experimentally with iOS in the past, but it's not currently supported // if (SystemInfo.graphicsDeviceType == GraphicsDeviceType.Metal) { - if (os.StartsWith("Mac")) - { - // TODO: Expose in C# version number, for now assume "Mac OS X 10.10.4" format with version 10 at least - int startIndex = os.LastIndexOf(" "); - var parts = os.Substring(startIndex + 1).Split('.'); - int a = Convert.ToInt32(parts[0]); - int b = Convert.ToInt32(parts[1]); - // In case in the future there's a need to disable specific patch releases - // int c = Convert.ToInt32(parts[2]); - - if (a < 10 || b < 13) - return false; - } + if (os.StartsWith("Mac") && !IsMacOSVersionAtLeast(os, 10, 13, 0)) + return false; } return true; @@ -693,6 +741,24 @@ internal static float ComputeWeightedLinearFadeDistance(Vector3 position1, Vecto return distanceFade * weight; } + internal static bool WillCustomPassBeExecuted(HDCamera hdCamera, CustomPassInjectionPoint injectionPoint) + { + if (!hdCamera.frameSettings.IsEnabled(FrameSettingsField.CustomPass)) + return false; + + bool executed = false; + CustomPassVolume.GetActivePassVolumes(injectionPoint, m_TempCustomPassVolumeList); + foreach(var customPassVolume in m_TempCustomPassVolumeList) + { + if (customPassVolume == null) + return false; + + executed |= customPassVolume.WillExecuteInjectionPoint(hdCamera); + } + + return executed; + } + internal static bool PostProcessIsFinalPass() { // Post process pass is the final blit only when not in developer mode. @@ -946,10 +1012,11 @@ internal static void DisplayUnsupportedAPIMessage(string graphicAPI = null) DisplayUnsupportedMessage(msg); } - internal static void DisplayUnsupportedXRMessage() + internal static void ReleaseComponentSingletons() { - string msg = "AR/VR devices are not supported, no rendering will occur"; - DisplayUnsupportedMessage(msg); + ComponentSingleton.Release(); + ComponentSingleton.Release(); + ComponentSingleton.Release(); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs index cca6204af96..32567a11dc3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Utility/Texture2DAtlas.cs @@ -141,6 +141,7 @@ class Texture2DAtlas private AtlasAllocator m_AtlasAllocator = null; private Dictionary m_AllocationCache = new Dictionary(); private Dictionary m_IsGPUTextureUpToDate = new Dictionary(); + private Dictionary m_TextureHashes = new Dictionary(); static readonly Vector4 fullScaleOffset = new Vector4(1, 1, 0, 0); @@ -278,6 +279,7 @@ public virtual bool AllocateTextureWithoutBlit(int instanceId, int width, int he scaleOffset.Scale(new Vector4(1.0f / m_Width, 1.0f / m_Height, 1.0f / m_Width, 1.0f / m_Height)); m_AllocationCache.Add(instanceId, scaleOffset); MarkGPUTextureInvalid(instanceId); // the texture data haven't been uploaded + m_TextureHashes[instanceId] = -1; return true; } else @@ -289,10 +291,29 @@ public virtual bool AllocateTextureWithoutBlit(int instanceId, int width, int he public bool IsCached(out Vector4 scaleOffset, Texture texture) => m_AllocationCache.TryGetValue(texture.GetInstanceID(), out scaleOffset); + protected int GetTextureHash(Texture texture) + { + int hash = texture.GetHashCode(); + + unchecked + { + hash = hash * 23 + texture.graphicsFormat.GetHashCode(); + hash = hash * 23 + texture.wrapMode.GetHashCode(); + hash = hash * 23 + texture.width.GetHashCode(); + hash = hash * 23 + texture.height.GetHashCode(); + hash = hash * 23 + texture.filterMode.GetHashCode(); + hash = hash * 23 + texture.anisoLevel.GetHashCode(); + hash = hash * 23 + texture.mipmapCount.GetHashCode(); + } + + return hash; + } + public virtual bool NeedsUpdate(Texture texture, bool needMips = false) { RenderTexture rt = texture as RenderTexture; int key = texture.GetInstanceID(); + int textureHash = GetTextureHash(texture); // Update the render texture if needed if (rt != null) @@ -309,6 +330,12 @@ public virtual bool NeedsUpdate(Texture texture, bool needMips = false) m_IsGPUTextureUpToDate[key] = rt.updateCount; } } + // In case the texture settings/import settings have changed, we need to update it + else if (m_TextureHashes.TryGetValue(key, out int hash) && hash != textureHash) + { + m_TextureHashes[key] = textureHash; + return true; + } // For regular textures, values == 0 means that their GPU data needs to be updated (either because // the atlas have been re-layouted or the texture have never been uploaded. We also check if the mips // are valid for the texture if we need them diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/GlobalXRSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/GlobalXRSettings.cs index 4c4de05bbef..07e631a68b6 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/GlobalXRSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/GlobalXRSettings.cs @@ -11,12 +11,15 @@ public struct GlobalXRSettings internal static GlobalXRSettings NewDefault() => new GlobalXRSettings() { singlePass = true, - occlusionMesh = true + occlusionMesh = true, + cameraJitter = false }; /// Use single pass. public bool singlePass; /// Use occlusion mesh. public bool occlusionMesh; + /// Add jitter to camera for temporal effects. + public bool cameraJitter; } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRPass.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRPass.cs index 619f8f6148c..a4523b22549 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRPass.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRPass.cs @@ -37,17 +37,6 @@ internal struct XRView internal readonly Rect viewport; internal readonly Mesh occlusionMesh; internal readonly int textureArraySlice; - internal readonly Camera.StereoscopicEye legacyStereoEye; - - internal XRView(Camera camera, Camera.StereoscopicEye eye, int dstSlice) - { - projMatrix = camera.GetStereoProjectionMatrix(eye); - viewMatrix = camera.GetStereoViewMatrix(eye); - viewport = camera.pixelRect; - occlusionMesh = null; - textureArraySlice = dstSlice; - legacyStereoEye = eye; - } internal XRView(Matrix4x4 proj, Matrix4x4 view, Rect vp, int dstSlice) { @@ -56,7 +45,6 @@ internal XRView(Matrix4x4 proj, Matrix4x4 view, Rect vp, int dstSlice) viewport = vp; occlusionMesh = null; textureArraySlice = dstSlice; - legacyStereoEye = (Camera.StereoscopicEye)(-1); } #if ENABLE_VR && ENABLE_XR_MODULE @@ -67,7 +55,6 @@ internal XRView(XRDisplaySubsystem.XRRenderPass renderPass, XRDisplaySubsystem.X viewport = renderParameter.viewport; occlusionMesh = renderParameter.occlusionMesh; textureArraySlice = renderParameter.textureArraySlice; - legacyStereoEye = (Camera.StereoscopicEye)(-1); // Convert viewport from normalized to screen space viewport.x *= renderPass.renderTargetDesc.width; @@ -116,10 +103,6 @@ class XRPass CustomMirrorView customMirrorView = null; internal void SetCustomMirrorView(CustomMirrorView callback) => customMirrorView = callback; - // Legacy multipass support - internal int legacyMultipassEye { get => (int)views[0].legacyStereoEye; } - internal bool legacyMultipassEnabled { get => enabled && !singlePassEnabled && legacyMultipassEye >= 0; } - internal static XRPass Create(XRPassCreateInfo createInfo) { XRPass passInfo = GenericPool.Get(); @@ -148,11 +131,6 @@ internal static XRPass Create(XRPassCreateInfo createInfo) return passInfo; } - internal void AddView(Camera camera, Camera.StereoscopicEye eye, int textureArraySlice = -1) - { - AddViewInternal(new XRView(camera, eye, textureArraySlice)); - } - internal void AddView(Matrix4x4 proj, Matrix4x4 view, Rect vp, int textureArraySlice = -1) { AddViewInternal(new XRView(proj, view, vp, textureArraySlice)); @@ -200,6 +178,11 @@ internal void AddViewInternal(XRView xrView) } else { + if (xrSdkEnabled) + { + Debug.LogWarning("If you're trying to enable XR single-pass after the first frame, you need to set TextureXR.maxViews to 2 before the render pipeline is created (typically in a script with Awake())."); + } + throw new NotImplementedException($"Invalid XR setup for single-pass, trying to add too many views! Max supported: {maxSupportedViews}"); } } @@ -207,28 +190,14 @@ internal void AddViewInternal(XRView xrView) /// /// Enable XR single-pass rendering. /// - public void StartSinglePass(CommandBuffer cmd, Camera camera, ScriptableRenderContext renderContext) + public void StartSinglePass(CommandBuffer cmd) { if (enabled) { // Required for some legacy shaders (text for example) cmd.SetViewProjectionMatrices(GetViewMatrix(), GetProjMatrix()); - if (camera.stereoEnabled) - { - // Reset scissor and viewport for C++ stereo code - cmd.DisableScissorRect(); - cmd.SetViewport(camera.pixelRect); - - renderContext.ExecuteCommandBuffer(cmd); - cmd.Clear(); - - if (legacyMultipassEnabled) - renderContext.StartMultiEye(camera, legacyMultipassEye); - else - renderContext.StartMultiEye(camera); - } - else if (singlePassEnabled) + if (singlePassEnabled) { if (viewCount <= TextureXR.slices) { @@ -246,39 +215,35 @@ public void StartSinglePass(CommandBuffer cmd, Camera camera, ScriptableRenderCo /// /// Disable XR single-pass rendering. /// - public void StopSinglePass(CommandBuffer cmd, Camera camera, ScriptableRenderContext renderContext) + public void StopSinglePass(CommandBuffer cmd) { if (enabled) { - if (camera.stereoEnabled) - { - renderContext.ExecuteCommandBuffer(cmd); - cmd.Clear(); - renderContext.StopMultiEye(camera); - } - else - { - cmd.DisableShaderKeyword("STEREO_INSTANCING_ON"); - cmd.SetInstanceMultiplier(1); - } + cmd.DisableShaderKeyword("STEREO_INSTANCING_ON"); + cmd.SetInstanceMultiplier(1); } } - internal void EndCamera(CommandBuffer cmd, HDCamera hdCamera, ScriptableRenderContext renderContext) + /// Obsolete + [Obsolete] + public void StartSinglePass(CommandBuffer cmd, Camera camera, ScriptableRenderContext renderContext) + { + StartSinglePass(cmd); + } + + /// Obsolete + [Obsolete] + public void StopSinglePass(CommandBuffer cmd, Camera camera, ScriptableRenderContext renderContext) + { + StopSinglePass(cmd); + } + + internal void EndCamera(CommandBuffer cmd, HDCamera hdCamera) { if (!enabled) return; - StopSinglePass(cmd, hdCamera.camera, renderContext); - - // Legacy VR - push to XR headset and/or display mirror - if (hdCamera.camera.stereoEnabled) - { - if (legacyMultipassEnabled) - renderContext.StereoEndRender(hdCamera.camera, legacyMultipassEye, legacyMultipassEye == 1); - else - renderContext.StereoEndRender(hdCamera.camera); - } + StopSinglePass(cmd); // Callback for custom mirror view if (customMirrorView != null) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs index 9ca4a1b52fc..bb117be26be 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/XR/XRSystem.cs @@ -1,6 +1,5 @@ -// XRSystem is where information about XR views and passes are read from 3 exclusive sources: +// XRSystem is where information about XR views and passes are read from 2 exclusive sources: // - XRDisplaySubsystem from the XR SDK -// - the 'legacy' C++ stereo rendering path and XRSettings // - custom XR layout (only internal for now) using System; @@ -74,10 +73,16 @@ internal XRSystem(RenderPipelineResources.ShaderResources shaders) [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.BeforeSplashScreen)] internal static void XRSystemInit() { + if (GraphicsSettings.currentRenderPipeline == null) + return; + SubsystemManager.GetInstances(displayList); for (int i = 0; i < displayList.Count; i++) + { displayList[i].disableLegacyRenderer = true; + displayList[i].sRGB = true; + } } #endif @@ -92,12 +97,7 @@ internal int GetMaxViews() // XRTODO : replace by API from XR SDK, assume we have 2 slices until then maxViews = 2; } - else #endif - { - if (XRGraphics.stereoRenderingMode == XRGraphics.StereoRenderingMode.SinglePassInstanced) - maxViews = 2; - } if (testModeEnabled) maxViews = Math.Max(maxViews, 2); @@ -107,7 +107,7 @@ internal int GetMaxViews() internal List<(Camera, XRPass)> SetupFrame(Camera[] cameras, bool singlePassAllowed, bool singlePassTestModeActive) { - bool xrSdkActive = RefreshXrSdk(); + bool xrActive = RefreshXrSdk(); if (framePasses.Count > 0) { @@ -125,34 +125,19 @@ internal int GetMaxViews() if (camera == null) continue; - // Read XR SDK or legacy settings - bool xrEnabled = xrSdkActive || (camera.stereoEnabled && XRGraphics.enabled); - // Enable XR layout only for gameview camera - bool xrSupported = camera.cameraType == CameraType.Game && camera.targetTexture == null; + bool xrSupported = camera.cameraType == CameraType.Game && camera.targetTexture == null && HDUtils.TryGetAdditionalCameraDataOrDefault(camera).xrRendering; if (customLayout != null && customLayout(new XRLayout() { camera = camera, xrSystem = this })) { // custom layout in used } - else if (xrEnabled && xrSupported) + else if (xrActive && xrSupported) { // Disable vsync on the main display when rendering to a XR device QualitySettings.vSyncCount = 0; - if (XRGraphics.renderViewportScale != 1.0f) - { - Debug.LogWarning("RenderViewportScale has no effect with this render pipeline. Use dynamic resolution instead."); - } - - if (xrSdkActive) - { - CreateLayoutFromXrSdk(camera, singlePassAllowed); - } - else - { - CreateLayoutLegacyStereo(camera); - } + CreateLayoutFromXrSdk(camera, singlePassAllowed); } else { @@ -188,6 +173,7 @@ bool RefreshXrSdk() display = displayList[0]; display.disableLegacyRenderer = true; + display.textureLayout = XRDisplaySubsystem.TextureLayout.Texture2DArray; return display.running; } @@ -200,57 +186,6 @@ bool RefreshXrSdk() return false; } - void CreateLayoutLegacyStereo(Camera camera) - { - if (!camera.TryGetCullingParameters(true, out var cullingParams)) - { - Debug.LogError("Unable to get Culling Parameters from camera!"); - return; - } - - var passCreateInfo = new XRPassCreateInfo - { - multipassId = 0, - cullingPassId = 0, - cullingParameters = cullingParams, - renderTarget = camera.targetTexture, - customMirrorView = null - }; - - if (XRGraphics.stereoRenderingMode == XRGraphics.StereoRenderingMode.MultiPass) - { - if (camera.stereoTargetEye == StereoTargetEyeMask.Both || camera.stereoTargetEye == StereoTargetEyeMask.Left) - { - var pass = XRPass.Create(passCreateInfo); - pass.AddView(camera, Camera.StereoscopicEye.Left, 0); - - AddPassToFrame(camera, pass); - passCreateInfo.multipassId++; - } - - - if (camera.stereoTargetEye == StereoTargetEyeMask.Both || camera.stereoTargetEye == StereoTargetEyeMask.Right) - { - var pass = XRPass.Create(passCreateInfo); - pass.AddView(camera, Camera.StereoscopicEye.Right, 1); - - AddPassToFrame(camera, pass); - } - } - else - { - var pass = XRPass.Create(passCreateInfo); - - if (camera.stereoTargetEye == StereoTargetEyeMask.Both || camera.stereoTargetEye == StereoTargetEyeMask.Left) - pass.AddView(camera, Camera.StereoscopicEye.Left, 0); - - if (camera.stereoTargetEye == StereoTargetEyeMask.Both || camera.stereoTargetEye == StereoTargetEyeMask.Right) - pass.AddView(camera, Camera.StereoscopicEye.Right, 1); - - AddPassToFrame(camera, pass); - } - } - void CreateLayoutFromXrSdk(Camera camera, bool singlePassAllowed) { #if ENABLE_VR && ENABLE_XR_MODULE @@ -279,6 +214,9 @@ bool CanUseSinglePass(XRDisplaySubsystem.XRRenderPass renderPass) display.GetRenderPass(renderPassIndex, out var renderPass); display.GetCullingParameters(camera, renderPass.cullingPassIndex, out var cullingParams); + // Disable legacy stereo culling path + cullingParams.cullingOptions &= ~CullingOptions.Stereo; + if (singlePassAllowed && CanUseSinglePass(renderPass)) { var xrPass = XRPass.Create(renderPass, multipassId: framePasses.Count, cullingParams, occlusionMeshMaterial); @@ -413,7 +351,7 @@ bool LayoutSinglePassTestMode(XRLayout frameLayout) customMirrorView = null }; - var viewInfo = new XRViewCreateInfo + var viewInfo2 = new XRViewCreateInfo { projMatrix = camera.projectionMatrix, viewMatrix = camera.worldToCameraMatrix, @@ -421,12 +359,22 @@ bool LayoutSinglePassTestMode(XRLayout frameLayout) textureArraySlice = -1 }; + // Change the first view so that it's a different viewpoint and projection to detect more issues + var viewInfo1 = viewInfo2; + var planes = viewInfo1.projMatrix.decomposeProjection; + planes.left *= 0.44f; + planes.right *= 0.88f; + planes.top *= 0.11f; + planes.bottom *= 0.33f; + viewInfo1.projMatrix = Matrix4x4.Frustum(planes); + viewInfo1.viewMatrix *= Matrix4x4.Translate(new Vector3(.34f, 0.25f, -0.08f)); + // single-pass 2x rendering { XRPass pass = frameLayout.CreatePass(passInfo); - for (int viewIndex = 0; viewIndex < TextureXR.slices; viewIndex++) - frameLayout.AddViewToPass(viewInfo, pass); + frameLayout.AddViewToPass(viewInfo1, pass); + frameLayout.AddViewToPass(viewInfo2, pass); } // valid layout diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset index 131836838f8..d44e76338af 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineResources.asset @@ -128,6 +128,8 @@ MonoBehaviour: type: 3} depthValuesPS: {fileID: 4800000, guid: 6e6a4a3dbb788234594aa74f2d6aeb6f, type: 3} colorResolvePS: {fileID: 4800000, guid: dd7047092f3c82b40b3a07868f9c4de2, type: 3} + resolveMotionVecPS: {fileID: 4800000, guid: ea18ca9826385e943979c46cf98968cc, + type: 3} copyAlphaCS: {fileID: 7200000, guid: c2c7eb6611725264187721ef9df0354b, type: 3} nanKillerCS: {fileID: 7200000, guid: 83982f199acf927499576a99abc9bea9, type: 3} exposureCS: {fileID: 7200000, guid: 976d7bce54fae534fb9ec67e9c18570c, type: 3} @@ -271,3 +273,6 @@ MonoBehaviour: assets: defaultDiffusionProfile: {fileID: 11400000, guid: 2b7005ba3a4d8474b8cdc34141ad766e, type: 2} + emissiveCylinderMesh: {fileID: 2534964839176971238, guid: accb6d90f0d50fe4ca0f68159b4323de, + type: 3} + emissiveQuadMesh: {fileID: 4300000, guid: 1d5a8595286f94f4bb54171d49f473c3, type: 3} diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.FBX b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.fbx similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.FBX rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.fbx diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.FBX.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.fbx.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.FBX.meta rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Disc.fbx.meta diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.FBX b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.fbx similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.FBX rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.fbx diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.FBX.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.fbx.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.FBX.meta rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Quad.fbx.meta diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.FBX b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.fbx similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.FBX rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.fbx diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.FBX.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.fbx.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.FBX.meta rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/Sphere.fbx.meta diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX.meta deleted file mode 100644 index 11742d7ea9e..00000000000 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX.meta +++ /dev/null @@ -1,142 +0,0 @@ -fileFormatVersion: 2 -guid: abd6f93423e74814797118f1c6d9393b -ModelImporter: - serializedVersion: 28 - internalIDToNameTable: - - first: - 1: 100000 - second: //RootNode - - first: - 4: 400000 - second: //RootNode - - first: - 21: 2100000 - second: UnityBall_Body - - first: - 21: 2100002 - second: UnityBall_Logo - - first: - 21: 2100004 - second: UnityBall_Sides - - first: - 21: 2100006 - second: UnityBall_Splits - - first: - 23: 2300000 - second: //RootNode - - first: - 33: 3300000 - second: //RootNode - - first: - 43: 4300000 - second: UnityBall - externalObjects: - - first: - type: UnityEngine:Material - assembly: UnityEngine.CoreModule - name: UnityBall_Body - second: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17, type: 2} - - first: - type: UnityEngine:Material - assembly: UnityEngine.CoreModule - name: UnityBall_Logo - second: {fileID: 2100000, guid: 87915bbb717577540b99bdbe29ef6b5d, type: 2} - - first: - type: UnityEngine:Material - assembly: UnityEngine.CoreModule - name: UnityBall_Sides - second: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17, type: 2} - - first: - type: UnityEngine:Material - assembly: UnityEngine.CoreModule - name: UnityBall_Splits - second: {fileID: 2100000, guid: 87915bbb717577540b99bdbe29ef6b5d, type: 2} - materials: - materialImportMode: 1 - materialName: 0 - materialSearch: 1 - materialLocation: 1 - animations: - legacyGenerateAnimations: 4 - bakeSimulation: 0 - resampleCurves: 1 - optimizeGameObjects: 0 - motionNodeName: - rigImportErrors: - rigImportWarnings: - animationImportErrors: - animationImportWarnings: - animationRetargetingWarnings: - animationDoRetargetingWarnings: 0 - importAnimatedCustomProperties: 0 - importConstraints: 0 - animationCompression: 1 - animationRotationError: 0.5 - animationPositionError: 0.5 - animationScaleError: 0.5 - animationWrapMode: 0 - extraExposedTransformPaths: [] - extraUserProperties: [] - clipAnimations: [] - isReadable: 1 - meshes: - lODScreenPercentages: [] - globalScale: 1 - meshCompression: 0 - addColliders: 0 - useSRGBMaterialColor: 1 - sortHierarchyByName: 1 - importVisibility: 0 - importBlendShapes: 0 - importCameras: 0 - importLights: 0 - swapUVChannels: 0 - generateSecondaryUV: 0 - useFileUnits: 1 - keepQuads: 0 - weldVertices: 0 - preserveHierarchy: 0 - skinWeightsMode: 0 - maxBonesPerVertex: 4 - minBoneWeight: 0.001 - meshOptimizationFlags: -1 - indexFormat: 0 - secondaryUVAngleDistortion: 8 - secondaryUVAreaDistortion: 15.000001 - secondaryUVHardAngle: 88 - secondaryUVPackMargin: 4 - useFileScale: 1 - tangentSpace: - normalSmoothAngle: 60 - normalImportMode: 0 - tangentImportMode: 0 - normalCalculationMode: 4 - legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 - blendShapeNormalImportMode: 1 - normalSmoothingSource: 0 - referencedClips: [] - importAnimation: 0 - humanDescription: - serializedVersion: 3 - human: [] - skeleton: [] - armTwist: 0.5 - foreArmTwist: 0.5 - upperLegTwist: 0.5 - legTwist: 0.5 - armStretch: 0.05 - legStretch: 0.05 - feetSpacing: 0 - globalScale: 1 - rootMotionBoneName: - hasTranslationDoF: 0 - hasExtraRoot: 0 - skeletonHasParents: 1 - lastHumanDescriptionAvatarSource: {instanceID: 0} - animationType: 0 - humanoidOversampling: 1 - avatarSetup: 0 - additionalBone: 0 - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.fbx similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.FBX rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.fbx diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.fbx.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.fbx.meta new file mode 100644 index 00000000000..9844b941314 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall.fbx.meta @@ -0,0 +1,142 @@ +fileFormatVersion: 2 +guid: abd6f93423e74814797118f1c6d9393b +ModelImporter: + serializedVersion: 28 + internalIDToNameTable: + - first: + 1: 100000 + second: //RootNode + - first: + 4: 400000 + second: //RootNode + - first: + 21: 2100000 + second: UnityBall_Body + - first: + 21: 2100002 + second: UnityBall_Logo + - first: + 21: 2100004 + second: UnityBall_Sides + - first: + 21: 2100006 + second: UnityBall_Splits + - first: + 23: 2300000 + second: //RootNode + - first: + 33: 3300000 + second: //RootNode + - first: + 43: 4300000 + second: UnityBall + externalObjects: + - first: + type: UnityEngine:Material + assembly: UnityEngine.CoreModule + name: UnityBall_Body + second: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17, type: 2} + - first: + type: UnityEngine:Material + assembly: UnityEngine.CoreModule + name: UnityBall_Logo + second: {fileID: 2100000, guid: 87915bbb717577540b99bdbe29ef6b5d, type: 2} + - first: + type: UnityEngine:Material + assembly: UnityEngine.CoreModule + name: UnityBall_Sides + second: {fileID: 2100000, guid: 73c176f402d2c2f4d929aa5da7585d17, type: 2} + - first: + type: UnityEngine:Material + assembly: UnityEngine.CoreModule + name: UnityBall_Splits + second: {fileID: 2100000, guid: 87915bbb717577540b99bdbe29ef6b5d, type: 2} + materials: + materialImportMode: 1 + materialName: 0 + materialSearch: 1 + materialLocation: 1 + animations: + legacyGenerateAnimations: 4 + bakeSimulation: 0 + resampleCurves: 1 + optimizeGameObjects: 0 + motionNodeName: + rigImportErrors: + rigImportWarnings: + animationImportErrors: + animationImportWarnings: + animationRetargetingWarnings: + animationDoRetargetingWarnings: 0 + importAnimatedCustomProperties: 0 + importConstraints: 0 + animationCompression: 1 + animationRotationError: 0.5 + animationPositionError: 0.5 + animationScaleError: 0.5 + animationWrapMode: 0 + extraExposedTransformPaths: [] + extraUserProperties: [] + clipAnimations: [] + isReadable: 1 + meshes: + lODScreenPercentages: [] + globalScale: 1 + meshCompression: 0 + addColliders: 0 + useSRGBMaterialColor: 1 + sortHierarchyByName: 1 + importVisibility: 0 + importBlendShapes: 0 + importCameras: 0 + importLights: 0 + swapUVChannels: 0 + generateSecondaryUV: 0 + useFileUnits: 1 + keepQuads: 0 + weldVertices: 0 + preserveHierarchy: 0 + skinWeightsMode: 0 + maxBonesPerVertex: 4 + minBoneWeight: 0.001 + meshOptimizationFlags: -1 + indexFormat: 0 + secondaryUVAngleDistortion: 8 + secondaryUVAreaDistortion: 15.000001 + secondaryUVHardAngle: 88 + secondaryUVPackMargin: 4 + useFileScale: 1 + tangentSpace: + normalSmoothAngle: 60 + normalImportMode: 0 + tangentImportMode: 4 + normalCalculationMode: 4 + legacyComputeAllNormalsFromSmoothingGroupsWhenMeshHasBlendShapes: 1 + blendShapeNormalImportMode: 1 + normalSmoothingSource: 0 + referencedClips: [] + importAnimation: 0 + humanDescription: + serializedVersion: 3 + human: [] + skeleton: [] + armTwist: 0.5 + foreArmTwist: 0.5 + upperLegTwist: 0.5 + legTwist: 0.5 + armStretch: 0.05 + legStretch: 0.05 + feetSpacing: 0 + globalScale: 1 + rootMotionBoneName: + hasTranslationDoF: 0 + hasExtraRoot: 0 + skeletonHasParents: 1 + lastHumanDescriptionAvatarSource: {instanceID: 0} + animationType: 0 + humanoidOversampling: 1 + avatarSetup: 0 + additionalBone: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.FBX b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.fbx similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.FBX rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.fbx diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.FBX.meta b/com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.fbx.meta similarity index 100% rename from com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.FBX.meta rename to com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/Mesh/UnityBall_Base.fbx.meta diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader index 148fd968e22..20b3a47ba14 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/Blit.shader @@ -4,7 +4,7 @@ Shader "Hidden/HDRP/Blit" #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma multi_compile _ DISABLE_TEXTURE2D_X_ARRAY #pragma multi_compile _ BLIT_SINGLE_SLICE #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" @@ -97,9 +97,6 @@ Shader "Hidden/HDRP/Blit" { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord.xy; -#if UNITY_SINGLE_PASS_STEREO - uv.x = (uv.x + unity_StereoEyeIndex) * 0.5; -#endif return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_LinearRepeat, uv, _BlitMipLevel); } @@ -107,9 +104,6 @@ Shader "Hidden/HDRP/Blit" { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = input.texcoord.xy; -#if UNITY_SINGLE_PASS_STEREO - uv.x = (uv.x + unity_StereoEyeIndex) * 0.5; -#endif return SAMPLE_TEXTURE2D_X_LOD(_BlitTexture, sampler_PointRepeat, uv, _BlitMipLevel); } diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader index e0393849aa0..5ba4b5c9d3d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ClearStencilBuffer.shader @@ -8,7 +8,7 @@ Shader "Hidden/HDRP/ClearStencilBuffer" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader index 8b3bd03bb09..a6a74c576c0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyDepthBuffer.shader @@ -27,7 +27,7 @@ Shader "Hidden/HDRP/CopyDepthBuffer" HLSLPROGRAM #pragma target 4.5 #pragma editor_sync_compilation - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma fragment Frag #pragma vertex Vert //#pragma enable_d3d11_debug_symbols diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader index 398b57a5dd0..c15de359b38 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/CopyStencilBuffer.shader @@ -9,7 +9,7 @@ Shader "Hidden/HDRP/CopyStencilBuffer" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch // #pragma enable_d3d11_debug_symbols #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader index b524860a502..fd1cc990d5b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/DownsampleDepth.shader @@ -5,7 +5,7 @@ Shader "Hidden/HDRP/DownsampleDepth" #pragma target 4.5 #pragma editor_sync_compilation #pragma multi_compile_local MIN_DOWNSAMPLE CHECKERBOARD_DOWNSAMPLE - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute index 7069861cd18..7002ec0f12b 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ResolveStencilBuffer.compute @@ -1,4 +1,4 @@ -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel MAIN KERNEL_NAME=MAIN NUM_SAMPLES=1 #pragma kernel MAIN_MSAA_2 KERNEL_NAME=MAIN_MSAA_2 NUM_SAMPLES=2 MSAA @@ -79,7 +79,10 @@ void KERNEL_NAME(uint3 groupId : SV_GroupID, #else - bool isFirstThread = WaveIsFirstLane(); + // Need to workaround a warning incorrectly triggered when on Xbox One, so instead of using WaveIsFirstLane() + // we check the groupThreadId as in the non intrinsic version. + //bool isFirstThread = WaveIsFirstLane(); + bool isFirstThread = groupThreadId.x == 0 && groupThreadId.y == 0; uint coarseStencilValue = WaveActiveBitOr(resolvedStencil); #endif diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl index f2de209be44..34f12255833 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl @@ -32,14 +32,14 @@ #if defined(SHADER_STAGE_RAY_TRACING) // FXC Supports the naïve "recursive" concatenation, while DXC and C do not https://github.com/pfultz2/Cloak/wiki/C-Preprocessor-tricks,-tips,-and-idioms -// However, FXC does not support the proper pattern (the one bellow), so we only override it in the case of ray tracing subshaders for the moment. +// However, FXC does not support the proper pattern (the one bellow), so we only override it in the case of ray tracing subshaders for the moment. // Note that this should be used for all shaders when DX12 used DXC for vert/frag shaders (which it does not for the moment) #undef MERGE_NAME #define MERGE_NAME_CONCAT(Name, ...) Name ## __VA_ARGS__ #define MERGE_NAME(X, Y) MERGE_NAME_CONCAT(X, Y) #define RAY_TRACING_OPTIONAL_PARAMETERS , IntersectionVertex intersectionVertex, RayCone rayCone, out bool alphaTestResult -#define GENERIC_ALPHA_TEST(alphaValue, alphaCutoffValue) DoAlphaTest(alphaValue, alphaCutoffValue, alphaTestResult); if (!alphaTestResult) {alphaTestResult = false; return;} +#define GENERIC_ALPHA_TEST(alphaValue, alphaCutoffValue) DoAlphaTest(alphaValue, alphaCutoffValue, alphaTestResult); if (!alphaTestResult) { return; } #define RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS alphaTestResult = true; #else #define RAY_TRACING_OPTIONAL_PARAMETERS @@ -283,6 +283,9 @@ CBUFFER_START(UnityGlobal) float4 _CoarseStencilBufferSize; + int _TransparentCameraOnlyMotionVectors; + float3 _Pad; + CBUFFER_END // Custom generated by HDRP, not from Unity Engine (passed in via HDCamera) @@ -434,6 +437,17 @@ float GetInversePreviousExposureMultiplier() return rcp(exposure + (exposure == 0.0)); // zero-div guard } +// Helper function for indirect control volume +float GetIndirectDiffuseMultiplier(uint renderingLayers) +{ + return (_IndirectDiffuseLightingLayers & renderingLayers) ? _IndirectDiffuseLightingMultiplier : 1.0f; +} + +float GetIndirectSpecularMultiplier(uint renderingLayers) +{ + return (_ReflectionLightingLayers & renderingLayers) ? _ReflectionLightingMultiplier : 1.0f; +} + // Functions to clamp UVs to use when RTHandle system is used. float2 ClampAndScaleUV(float2 UV, float2 texelSize, float numberOfTexels) diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader index 1f54de4305f..5b99327ae47 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/UpsampleTransparent.shader @@ -5,7 +5,7 @@ Shader "Hidden/HDRP/UpsampleTransparent" #pragma target 4.5 #pragma editor_sync_compilation #pragma multi_compile_local BILINEAR NEAREST_DEPTH - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader index d03638d3f07..618dbd72594 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XRMirrorView.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/XRMirrorView" HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch ENDHLSL // 0: TEXTURE2D diff --git a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader index 98ead163baa..05730dc8889 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/XROcclusionMesh.shader @@ -2,7 +2,7 @@ Shader "Hidden/HDRP/XROcclusionMesh" { HLSLINCLUDE #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/ShaderVariables.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute index e4401d11779..99f6bf1bd5d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/AmbientProbeConvolution.compute @@ -3,7 +3,7 @@ #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Hammersley.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Sampling/Sampling.hlsl" -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel AmbientProbeConvolution KERNEL_NAME=AmbientProbeConvolution diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader index cf02f4ae391..6c9f6999425 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/GradientSky/GradientSky.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/Sky/GradientSky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader index 71d91824264..960e636caf4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/HDRISky.shader @@ -6,7 +6,7 @@ Shader "Hidden/HDRP/Sky/HDRISky" #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader index e8ac82c86a7..2b2ac0af321 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/HDRISky/IntegrateHDRISky.shader @@ -18,7 +18,7 @@ Shader "Hidden/HDRP/IntegrateHDRI" #pragma vertex Vert #pragma fragment Frag #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute index 72ccc278ef7..ea44bb41abd 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/GroundIrradiancePrecomputation.compute @@ -1,5 +1,5 @@ // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel MAIN_1 main=MAIN_1 SINGLE_SCATTERING #pragma kernel MAIN_S main=MAIN_S MULTIPLE_SCATTERING SRC_SS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute index e2a6ba08ea7..75d8cd3d558 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/InScatteredRadiancePrecomputation.compute @@ -1,5 +1,5 @@ // #pragma enable_d3d11_debug_symbols -#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch +#pragma only_renderers d3d11 playstation xboxone vulkan metal switch #pragma kernel MAIN_1 main=MAIN_1 SINGLE_SCATTERING #pragma kernel MAIN_S main=MAIN_S MULTIPLE_SCATTERING_GATHER SRC_SS diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs index 55ab22d7ba8..03bb3b49385 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.cs @@ -20,124 +20,124 @@ public class PhysicallyBasedSky : SkySettings const float k_DefaultAirAlbedoB = 1.0f; // has the same height distribution as air (most certainly WRONG). /// Simplifies the interface by using parameters suitable to simulate Earth. - [Tooltip("Simplifies the interface by using parameters suitable to simulate Earth.")] + [Tooltip("When enabled, Unity simplifies the interface and only exposes properties suitable to simulate Earth.")] public BoolParameter earthPreset = new BoolParameter(true); /// Allows to specify the location of the planet. If disabled, the planet is always below the camera in the world-space X-Z plane. - [Tooltip("Allows to specify the location of the planet. If disabled, the planet is always below the camera in the world-space X-Z plane.")] + [Tooltip("When enabled, you can define the planet in terms of a world-space position and radius. Otherwise, the planet is always below the Camera in the world-space x-z plane.")] public BoolParameter sphericalMode = new BoolParameter(true); /// World-space Y coordinate of the sea level of the planet. Units: meters. - [Tooltip("World-space Y coordinate of the sea level of the planet. Units: meters.")] + [Tooltip("Sets the world-space y coordinate of the planet's sea level in meters.")] public FloatParameter seaLevel = new FloatParameter(0); /// Radius of the planet (distance from the center of the planet to the sea level). Units: meters. - [Tooltip("Radius of the planet (distance from the center of the planet to the sea level). Units: meters.")] + [Tooltip("Sets the radius of the planet in meters. This is distance from the center of the planet to the sea level.")] public MinFloatParameter planetaryRadius = new MinFloatParameter(k_DefaultEarthRadius, 0); /// Position of the center of the planet in the world space. Units: meters. Does not affect the precomputation. - [Tooltip("Position of the center of the planet in the world space. Units: meters. Does not affect the precomputation.")] + [Tooltip("Sets the world-space position of the planet's center in meters.")] public Vector3Parameter planetCenterPosition = new Vector3Parameter(new Vector3(0, -k_DefaultEarthRadius, 0)); /// Opacity (per color channel) of air as measured by an observer on the ground looking towards the zenith. - [Tooltip("Opacity (per color channel) of air as measured by an observer on the ground looking towards the zenith.")] + [Tooltip("Controls the red color channel opacity of air at the point in the sky directly above the observer (zenith).")] public ClampedFloatParameter airDensityR = new ClampedFloatParameter(ZenithOpacityFromExtinctionAndScaleHeight(k_DefaultAirScatteringR, k_DefaultAirScaleHeight), 0, 1); /// Opacity (per color channel) of air as measured by an observer on the ground looking towards the zenith. - [Tooltip("Opacity (per color channel) of air as measured by an observer on the ground looking towards the zenith.")] + [Tooltip("Controls the green color channel opacity of air at the point in the sky directly above the observer (zenith).")] public ClampedFloatParameter airDensityG = new ClampedFloatParameter(ZenithOpacityFromExtinctionAndScaleHeight(k_DefaultAirScatteringG, k_DefaultAirScaleHeight), 0, 1); /// Opacity (per color channel) of air as measured by an observer on the ground looking towards the zenith. - [Tooltip("Opacity (per color channel) of air as measured by an observer on the ground looking towards the zenith.")] + [Tooltip("Controls the blue color channel opacity of air at the point in the sky directly above the observer (zenith).")] public ClampedFloatParameter airDensityB = new ClampedFloatParameter(ZenithOpacityFromExtinctionAndScaleHeight(k_DefaultAirScatteringB, k_DefaultAirScaleHeight), 0, 1); /// Single scattering albedo of air molecules (per color channel). The value of 0 results in absorbing molecules, and the value of 1 results in scattering ones. - [Tooltip("Single scattering albedo of air molecules (per color channel). The value of 0 results in absorbing molecules, and the value of 1 results in scattering ones.")] + [Tooltip("Specifies the color that HDRP tints the air to. This controls the single scattering albedo of air molecules (per color channel). A value of 0 results in absorbing molecules, and a value of 1 results in scattering ones.")] public ColorParameter airTint = new ColorParameter(new Color(k_DefaultAirAlbedoR, k_DefaultAirAlbedoG, k_DefaultAirAlbedoB), hdr: false, showAlpha: false, showEyeDropper: true); /// Depth of the atmospheric layer (from the sea level) composed of air particles. Controls the rate of height-based density falloff. Units: meters. - [Tooltip("Depth of the atmospheric layer (from the sea level) composed of air particles. Controls the rate of height-based density falloff. Units: meters.")] + [Tooltip("Sets the depth, in meters, of the atmospheric layer, from sea level, composed of air particles. Controls the rate of height-based density falloff.")] // We assume the exponential falloff of density w.r.t. the height. // We can interpret the depth as the height at which the density drops to 0.1% of the initial (sea level) value. public MinFloatParameter airMaximumAltitude = new MinFloatParameter(LayerDepthFromScaleHeight(k_DefaultAirScaleHeight), 0); /// Opacity of aerosols as measured by an observer on the ground looking towards the zenith. - [Tooltip("Opacity of aerosols as measured by an observer on the ground looking towards the zenith.")] + [Tooltip("Controls the opacity of aerosols at the point in the sky directly above the observer (zenith).")] // Note: aerosols are (fairly large) solid or liquid particles suspended in the air. public ClampedFloatParameter aerosolDensity = new ClampedFloatParameter(ZenithOpacityFromExtinctionAndScaleHeight(10.0f / 1000000, 1200), 0, 1); /// Single scattering albedo of aerosol molecules (per color channel). The value of 0 results in absorbing molecules, and the value of 1 results in scattering ones. - [Tooltip("Single scattering albedo of aerosol molecules (per color channel). The value of 0 results in absorbing molecules, and the value of 1 results in scattering ones.")] + [Tooltip("Specifies the color that HDRP tints aerosols to. This controls the single scattering albedo of aerosol molecules (per color channel). A value of 0 results in absorbing molecules, and a value of 1 results in scattering ones.")] public ColorParameter aerosolTint = new ColorParameter(new Color(0.9f, 0.9f, 0.9f), hdr: false, showAlpha: false, showEyeDropper: true); /// Depth of the atmospheric layer (from the sea level) composed of aerosol particles. Controls the rate of height-based density falloff. Units: meters. - [Tooltip("Depth of the atmospheric layer (from the sea level) composed of aerosol particles. Controls the rate of height-based density falloff. Units: meters.")] + [Tooltip("Sets the depth, in meters, of the atmospheric layer, from sea level, composed of aerosol particles. Controls the rate of height-based density falloff.")] // We assume the exponential falloff of density w.r.t. the height. // We can interpret the depth as the height at which the density drops to 0.1% of the initial (sea level) value. public MinFloatParameter aerosolMaximumAltitude = new MinFloatParameter(LayerDepthFromScaleHeight(1200), 0); /// Positive values for forward scattering, 0 for isotropic scattering. negative values for backward scattering. - [Tooltip("Positive values for forward scattering, 0 for isotropic scattering. negative values for backward scattering.")] + [Tooltip("Controls the direction of anisotropy. Set this to a positive value for forward scattering, a negative value for backward scattering, or 0 for isotropic scattering.")] public ClampedFloatParameter aerosolAnisotropy = new ClampedFloatParameter(0, -1, 1); /// Number of scattering events. - [Tooltip("Number of scattering events.")] + [Tooltip("Sets the number of scattering events. This increases the quality of the sky visuals but also increases the pre-computation time.")] public ClampedIntParameter numberOfBounces = new ClampedIntParameter(8, 1, 10); /// Ground tint. - [Tooltip("Ground tint.")] + [Tooltip("Specifies a color that HDRP uses to tint the Ground Color Texture.")] public ColorParameter groundTint = new ColorParameter(new Color(0.4f, 0.25f, 0.15f), hdr: false, showAlpha: false, showEyeDropper: false); /// Ground color texture. Does not affect the precomputation. - [Tooltip("Ground color texture. Does not affect the precomputation.")] + [Tooltip("Specifies a Texture that represents the planet's surface. Does not affect the precomputation.")] public CubemapParameter groundColorTexture = new CubemapParameter(null); /// Ground emission texture. Does not affect the precomputation. - [Tooltip("Ground emission texture. Does not affect the precomputation.")] + [Tooltip("Specifies a Texture that represents the emissive areas of the planet's surface. Does not affect the precomputation.")] public CubemapParameter groundEmissionTexture = new CubemapParameter(null); /// Ground emission multiplier. Does not affect the precomputation. - [Tooltip("Ground emission multiplier. Does not affect the precomputation.")] + [Tooltip("Sets the multiplier that HDRP applies to the Ground Emission Texture.")] public MinFloatParameter groundEmissionMultiplier = new MinFloatParameter(1, 0); /// Rotation of the planet. Does not affect the precomputation. - [Tooltip("Rotation of the planet. Does not affect the precomputation.")] + [Tooltip("Sets the orientation of the planet. Does not affect the precomputation.")] public Vector3Parameter planetRotation = new Vector3Parameter(Vector3.zero); /// Space emission texture. Does not affect the precomputation. - [Tooltip("Space emission texture. Does not affect the precomputation.")] + [Tooltip("Specifies a Texture that represents the emissive areas of space. Does not affect the precomputation.")] public CubemapParameter spaceEmissionTexture = new CubemapParameter(null); /// Space emission multiplier. Does not affect the precomputation. - [Tooltip("Space emission multiplier. Does not affect the precomputation.")] + [Tooltip("Sets the multiplier that HDRP applies to the Space Emission Texture. Does not affect the precomputation.")] public MinFloatParameter spaceEmissionMultiplier = new MinFloatParameter(1, 0); /// Rotation of space. Does not affect the precomputation. - [Tooltip("Rotation of space. Does not affect the precomputation.")] + [Tooltip("Sets the orientation of space. Does not affect the precomputation.")] public Vector3Parameter spaceRotation = new Vector3Parameter(Vector3.zero); /// Color saturation. Does not affect the precomputation. - [Tooltip("Color saturation. Does not affect the precomputation.")] + [Tooltip("Controls the saturation of the sky color. Does not affect the precomputation.")] public ClampedFloatParameter colorSaturation = new ClampedFloatParameter(1, 0, 1); /// Opacity saturation. Does not affect the precomputation. - [Tooltip("Opacity saturation. Does not affect the precomputation.")] + [Tooltip("Controls the saturation of the sky opacity. Does not affect the precomputation.")] public ClampedFloatParameter alphaSaturation = new ClampedFloatParameter(1, 0, 1); /// Opacity multiplier. Does not affect the precomputation. - [Tooltip("Opacity multiplier. Does not affect the precomputation.")] + [Tooltip("Sets the multiplier that HDRP applies to the opacity of the sky. Does not affect the precomputation.")] public ClampedFloatParameter alphaMultiplier = new ClampedFloatParameter(1, 0, 1); /// Horizon tint. Does not affect the precomputation. - [Tooltip("Horizon tint. Does not affect the precomputation.")] + [Tooltip("Specifies a color that HDRP uses to tint the sky at the horizon. Does not affect the precomputation.")] public ColorParameter horizonTint = new ColorParameter(Color.white, hdr: false, showAlpha: false, showEyeDropper: false); /// Zenith tint. Does not affect the precomputation. - [Tooltip("Zenith tint. Does not affect the precomputation.")] + [Tooltip("Specifies a color that HDRP uses to tint the point in the sky directly above the observer (the zenith). Does not affect the precomputation.")] public ColorParameter zenithTint = new ColorParameter(Color.white, hdr: false, showAlpha: false, showEyeDropper: false); /// Horizon-zenith shift. Does not affect the precomputation. - [Tooltip("Horizon-zenith shift. Does not affect the precomputation.")] + [Tooltip("Controls how HDRP blends between the Horizon Tint and Zenith Tint. Does not affect the precomputation.")] public ClampedFloatParameter horizonZenithShift = new ClampedFloatParameter(0, -1, 1); static internal float ScaleHeightFromLayerDepth(float d) @@ -289,24 +289,6 @@ internal int GetPrecomputationHashCode() unchecked { #if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter) - // These parameters affect precomputation. - hash = hash * 23 + earthPreset.value.GetHashCode(); - hash = hash * 23 + planetaryRadius.value.GetHashCode(); - hash = hash * 23 + groundTint.value.GetHashCode(); - - hash = hash * 23 + airMaximumAltitude.value.GetHashCode(); - hash = hash * 23 + airDensityR.value.GetHashCode(); - hash = hash * 23 + airDensityG.value.GetHashCode(); - hash = hash * 23 + airDensityB.value.GetHashCode(); - hash = hash * 23 + airTint.value.GetHashCode(); - - hash = hash * 23 + aerosolMaximumAltitude.value.GetHashCode(); - hash = hash * 23 + aerosolDensity.value.GetHashCode(); - hash = hash * 23 + aerosolTint.value.GetHashCode(); - hash = hash * 23 + aerosolAnisotropy.value.GetHashCode(); - - hash = hash * 23 + numberOfBounces.value.GetHashCode(); - // These parameters affect precomputation. hash = hash * 23 + earthPreset.overrideState.GetHashCode(); hash = hash * 23 + planetaryRadius.overrideState.GetHashCode(); @@ -348,6 +330,24 @@ internal int GetPrecomputationHashCode() return hash; } + /// + /// Returns the hash code of the sky parameters. + /// + /// The camera we want to use to compute the hash of the sky. + /// The hash code of the sky parameters. + public override int GetHashCode(Camera camera) + { + int hash = GetHashCode(); + Vector3 cameraLocation = camera.transform.position; + float r = Vector3.Distance(cameraLocation, GetPlanetCenterPosition(cameraLocation)); + float R = GetPlanetaryRadius(); + + bool isPbrSkyActive = r > R; // Disable sky rendering below the ground + + hash = hash * 23 + isPbrSkyActive.GetHashCode(); + return hash; + } + /// Returns the hash code of the parameters of the sky. /// The hash code of the parameters of the sky. public override int GetHashCode() @@ -358,32 +358,6 @@ public override int GetHashCode() { #if UNITY_2019_3 // In 2019.3, when we call GetHashCode on a VolumeParameter it generate garbage (due to the boxing of the generic parameter) // These parameters do NOT affect precomputation. - hash = hash * 23 + sphericalMode.value.GetHashCode(); - hash = hash * 23 + seaLevel.value.GetHashCode(); - hash = hash * 23 + planetCenterPosition.value.GetHashCode(); - hash = hash * 23 + planetRotation.value.GetHashCode(); - - if (groundColorTexture.value != null) - hash = hash * 23 + groundColorTexture.value.GetHashCode(); - - if (groundEmissionTexture.value != null) - hash = hash * 23 + groundEmissionTexture.value.GetHashCode(); - - hash = hash * 23 + groundEmissionMultiplier.value.GetHashCode(); - - hash = hash * 23 + spaceRotation.value.GetHashCode(); - - if (spaceEmissionTexture.value != null) - hash = hash * 23 + spaceEmissionTexture.value.GetHashCode(); - - hash = hash * 23 + spaceEmissionMultiplier.value.GetHashCode(); - hash = hash * 23 + colorSaturation.value.GetHashCode(); - hash = hash * 23 + alphaSaturation.value.GetHashCode(); - hash = hash * 23 + alphaMultiplier.value.GetHashCode(); - hash = hash * 23 + horizonTint.value.GetHashCode(); - hash = hash * 23 + zenithTint.value.GetHashCode(); - hash = hash * 23 + horizonZenithShift.value.GetHashCode(); - hash = hash * 23 + sphericalMode.overrideState.GetHashCode(); hash = hash * 23 + seaLevel.overrideState.GetHashCode(); hash = hash * 23 + planetCenterPosition.overrideState.GetHashCode(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader index 05ad51a6f85..299b583f8c1 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSky.shader @@ -7,7 +7,7 @@ Shader "Hidden/HDRP/Sky/PbrSky" // #pragma enable_d3d11_debug_symbols #pragma editor_sync_compilation #pragma target 4.5 - #pragma only_renderers d3d11 ps4 xboxone vulkan metal switch + #pragma only_renderers d3d11 playstation xboxone vulkan metal switch #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" @@ -137,8 +137,9 @@ Shader "Hidden/HDRP/Sky/PbrSky" color *= SampleCookie2D(uv, light.surfaceTextureScaleOffset); // color *= SAMPLE_TEXTURE2D_ARRAY(_CookieTextures, s_linear_clamp_sampler, uv, light.surfaceTextureIndex).rgb; - color *= light.surfaceTint; } + + color *= light.surfaceTint; } else // Flare region. { diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs index 7da6b3128fa..d02d94ab26d 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/PhysicallyBasedSky/PhysicallyBasedSkyRenderer.cs @@ -1,10 +1,291 @@ using System; +using System.Collections.Generic; using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.HighDefinition { class PhysicallyBasedSkyRenderer : SkyRenderer { + class PrecomputationCache + { + class RefCountedData + { + public int refCount; + public PrecomputationData data = new PrecomputationData(); + } + + ObjectPool m_DataPool = new ObjectPool(null, null); + Dictionary m_CachedData = new Dictionary(); + + public PrecomputationData Get(int hash) + { + RefCountedData result; + if (m_CachedData.TryGetValue(hash, out result)) + { + result.refCount++; + return result.data; + } + else + { + result = m_DataPool.Get(); + result.refCount = 1; + result.data.Allocate(); + m_CachedData.Add(hash, result); + return result.data; + } + } + + public void Release(int hash) + { + if (m_CachedData.TryGetValue(hash, out var result)) + { + result.refCount--; + if (result.refCount == 0) + { + result.data.Release(); + m_CachedData.Remove(hash); + m_DataPool.Release(result); + } + } + } + } + + class PrecomputationData + { + // We compute at most one bounce per frame for perf reasons. + // We need to store the frame index because more than one render can happen during a frame (cubemap update + regular rendering). + int m_LastPrecomputedBounce; + int m_LastFrameComputation; + + RTHandle[] m_GroundIrradianceTables; // All orders, one order + RTHandle[] m_InScatteredRadianceTables; // Air SS, Aerosol SS, Atmosphere MS, Atmosphere one order, Temp + + RTHandle AllocateGroundIrradianceTable(int index) + { + var table = RTHandles.Alloc((int)PbrSkyConfig.GroundIrradianceTableSize, 1, + colorFormat: s_ColorFormat, + enableRandomWrite: true, + name: string.Format("GroundIrradianceTable{0}", index)); + + Debug.Assert(table != null); + + return table; + } + + RTHandle AllocateInScatteredRadianceTable(int index) + { + // Emulate a 4D texture with a "deep" 3D texture. + var table = RTHandles.Alloc((int)PbrSkyConfig.InScatteredRadianceTableSizeX, + (int)PbrSkyConfig.InScatteredRadianceTableSizeY, + (int)PbrSkyConfig.InScatteredRadianceTableSizeZ * + (int)PbrSkyConfig.InScatteredRadianceTableSizeW, + dimension: TextureDimension.Tex3D, + colorFormat: s_ColorFormat, + enableRandomWrite: true, + name: string.Format("InScatteredRadianceTable{0}", index)); + + Debug.Assert(table != null); + + return table; + } + + public void Allocate() + { + m_LastFrameComputation = -1; + m_LastPrecomputedBounce = 0; + + // No temp tables. + m_GroundIrradianceTables = new RTHandle[2]; + m_GroundIrradianceTables[0] = AllocateGroundIrradianceTable(0); + + m_InScatteredRadianceTables = new RTHandle[5]; + m_InScatteredRadianceTables[0] = AllocateInScatteredRadianceTable(0); + m_InScatteredRadianceTables[1] = AllocateInScatteredRadianceTable(1); + m_InScatteredRadianceTables[2] = AllocateInScatteredRadianceTable(2); + } + + public void Release() + { + RTHandles.Release(m_GroundIrradianceTables[0]); m_GroundIrradianceTables[0] = null; + RTHandles.Release(m_GroundIrradianceTables[1]); m_GroundIrradianceTables[1] = null; + RTHandles.Release(m_InScatteredRadianceTables[0]); m_InScatteredRadianceTables[0] = null; + RTHandles.Release(m_InScatteredRadianceTables[1]); m_InScatteredRadianceTables[1] = null; + RTHandles.Release(m_InScatteredRadianceTables[2]); m_InScatteredRadianceTables[2] = null; + RTHandles.Release(m_InScatteredRadianceTables[3]); m_InScatteredRadianceTables[3] = null; + RTHandles.Release(m_InScatteredRadianceTables[4]); m_InScatteredRadianceTables[4] = null; + } + + void PrecomputeTables(CommandBuffer cmd) + { + using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.InScatteredRadiancePrecomputation))) + { + int order = m_LastPrecomputedBounce + 1; + { + // For efficiency reasons, multiple scattering is computed in 2 passes: + // 1. Gather the in-scattered radiance over the entire sphere of directions. + // 2. Accumulate the in-scattered radiance along the ray. + // Single scattering performs both steps during the same pass. + + int firstPass = Math.Min(order - 1, 2); + int accumPass = 3; + int numPasses = Math.Min(order, 2); + + for (int i = 0; i < numPasses; i++) + { + int pass = (i == 0) ? firstPass : accumPass; + + switch (pass) + { + case 0: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTable, m_InScatteredRadianceTables[0]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTable, m_InScatteredRadianceTables[1]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order + break; + case 1: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp + break; + case 2: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp + break; + case 3: + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[4]); // Temp + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order + cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders + break; + default: + Debug.Assert(false); + break; + } + + // Re-illuminate the sky with each bounce. + // Emulate a 4D dispatch with a "deep" 3D dispatch. + cmd.DispatchCompute(s_InScatteredRadiancePrecomputationCS, pass, (int)PbrSkyConfig.InScatteredRadianceTableSizeX / 4, + (int)PbrSkyConfig.InScatteredRadianceTableSizeY / 4, + (int)PbrSkyConfig.InScatteredRadianceTableSizeZ / 4 * + (int)PbrSkyConfig.InScatteredRadianceTableSizeW); + } + + { + // Used by all passes. + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTable, m_GroundIrradianceTables[0]); // All orders + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTableOrder, m_GroundIrradianceTables[1]); // One order + } + + switch (firstPass) + { + case 0: + break; + case 1: + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + break; + case 2: + cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order + break; + default: + Debug.Assert(false); + break; + } + + // Re-illuminate the ground with each bounce. + cmd.DispatchCompute(s_GroundIrradiancePrecomputationCS, firstPass, (int)PbrSkyConfig.GroundIrradianceTableSize / 64, 1, 1); + } + } + } + + public void BindGlobalBuffers(CommandBuffer cmd) + { + // TODO: ground irradiance table? Volume SH? Something else? + if (m_LastPrecomputedBounce > 0) + { + cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); + } + else + { + cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); + cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); + cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); + } + } + + public void BindBuffers(CommandBuffer cmd, MaterialPropertyBlock mpb) + { + if (m_LastPrecomputedBounce != 0) + { + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[0]); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); + } + else + { + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, Texture2D.blackTexture); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); + s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); + } + + } + + public bool Update(BuiltinSkyParameters builtinParams, PhysicallyBasedSky pbrSky) + { + if (builtinParams.frameIndex <= m_LastFrameComputation) + return false; + + m_LastFrameComputation = builtinParams.frameIndex; + + if (m_LastPrecomputedBounce == 0) + { + // Allocate temp tables if needed + if (m_GroundIrradianceTables[1] == null) + { + m_GroundIrradianceTables[1] = AllocateGroundIrradianceTable(1); + } + + if (m_InScatteredRadianceTables[3] == null) + { + m_InScatteredRadianceTables[3] = AllocateInScatteredRadianceTable(3); + } + + if (m_InScatteredRadianceTables[4] == null) + { + m_InScatteredRadianceTables[4] = AllocateInScatteredRadianceTable(4); + } + } + + if (m_LastPrecomputedBounce == pbrSky.numberOfBounces.value) + { + // Free temp tables. + // This is a deferred release (one frame late)! + RTHandles.Release(m_GroundIrradianceTables[1]); + RTHandles.Release(m_InScatteredRadianceTables[3]); + RTHandles.Release(m_InScatteredRadianceTables[4]); + m_GroundIrradianceTables[1] = null; + m_InScatteredRadianceTables[3] = null; + m_InScatteredRadianceTables[4] = null; + } + + if (m_LastPrecomputedBounce < pbrSky.numberOfBounces.value) + { + PrecomputeTables(builtinParams.commandBuffer); + m_LastPrecomputedBounce++; + + // If the sky is realtime, an upcoming update will update the sky lighting. Otherwise we need to force an update. + return builtinParams.skySettings.updateMode != EnvironmentUpdateMode.Realtime; + } + + return false; + } + } + [GenerateHLSL] public enum PbrSkyConfig { @@ -22,49 +303,18 @@ public enum PbrSkyConfig // If the hash does not match, we must recompute our data. int m_LastPrecomputationParamHash; - // We compute at most one bounce per frame for perf reasons. - // We need to store the frame index because more than one render can happen during a frame (cubemap update + regular rendering). - int m_LastPrecomputedBounce; - // Precomputed data below. - RTHandle[] m_GroundIrradianceTables; // All orders, one order - RTHandle[] m_InScatteredRadianceTables; // Air SS, Aerosol SS, Atmosphere MS, Atmosphere one order, Temp + PrecomputationData m_PrecomputedData; static ComputeShader s_GroundIrradiancePrecomputationCS; static ComputeShader s_InScatteredRadiancePrecomputationCS; - static Material s_PbrSkyMaterial; + Material m_PbrSkyMaterial; static MaterialPropertyBlock s_PbrSkyMaterialProperties; - static GraphicsFormat s_ColorFormat = GraphicsFormat.R16G16B16A16_SFloat; - - RTHandle AllocateGroundIrradianceTable(int index) - { - var table = RTHandles.Alloc((int)PbrSkyConfig.GroundIrradianceTableSize, 1, - colorFormat: s_ColorFormat, - enableRandomWrite: true, - name: string.Format("GroundIrradianceTable{0}", index)); + static PrecomputationCache s_PrecomputaionCache = new PrecomputationCache(); - Debug.Assert(table != null); - - return table; - } + static GraphicsFormat s_ColorFormat = GraphicsFormat.R16G16B16A16_SFloat; - RTHandle AllocateInScatteredRadianceTable(int index) - { - // Emulate a 4D texture with a "deep" 3D texture. - var table = RTHandles.Alloc((int)PbrSkyConfig.InScatteredRadianceTableSizeX, - (int)PbrSkyConfig.InScatteredRadianceTableSizeY, - (int)PbrSkyConfig.InScatteredRadianceTableSizeZ * - (int)PbrSkyConfig.InScatteredRadianceTableSizeW, - dimension: TextureDimension.Tex3D, - colorFormat: s_ColorFormat, - enableRandomWrite: true, - name: string.Format("InScatteredRadianceTable{0}", index)); - - Debug.Assert(table != null); - - return table; - } public PhysicallyBasedSkyRenderer() { @@ -78,53 +328,30 @@ public override void Build() // Shaders s_GroundIrradiancePrecomputationCS = hdrpResources.shaders.groundIrradiancePrecomputationCS; s_InScatteredRadiancePrecomputationCS = hdrpResources.shaders.inScatteredRadiancePrecomputationCS; - s_PbrSkyMaterial = CoreUtils.CreateEngineMaterial(hdrpResources.shaders.physicallyBasedSkyPS); s_PbrSkyMaterialProperties = new MaterialPropertyBlock(); + m_PbrSkyMaterial = CoreUtils.CreateEngineMaterial(hdrpResources.shaders.physicallyBasedSkyPS); + Debug.Assert(s_GroundIrradiancePrecomputationCS != null); Debug.Assert(s_InScatteredRadiancePrecomputationCS != null); - - // No temp tables. - m_GroundIrradianceTables = new RTHandle[2]; - m_GroundIrradianceTables[0] = AllocateGroundIrradianceTable(0); - - m_InScatteredRadianceTables = new RTHandle[5]; - m_InScatteredRadianceTables[0] = AllocateInScatteredRadianceTable(0); - m_InScatteredRadianceTables[1] = AllocateInScatteredRadianceTable(1); - m_InScatteredRadianceTables[2] = AllocateInScatteredRadianceTable(2); } public override void SetGlobalSkyData(CommandBuffer cmd, BuiltinSkyParameters builtinParams) { UpdateGlobalConstantBuffer(cmd, builtinParams); - - // TODO: ground irradiance table? Volume SH? Something else? - if (m_LastPrecomputedBounce > 0) - { - cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); - } - else - { - cmd.SetGlobalTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); - cmd.SetGlobalTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); - cmd.SetGlobalTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); - } - + if (m_PrecomputedData != null) + m_PrecomputedData.BindGlobalBuffers(builtinParams.commandBuffer); } public override void Cleanup() { - RTHandles.Release(m_GroundIrradianceTables[0]); m_GroundIrradianceTables[0] = null; - RTHandles.Release(m_GroundIrradianceTables[1]); m_GroundIrradianceTables[1] = null; - RTHandles.Release(m_InScatteredRadianceTables[0]); m_InScatteredRadianceTables[0] = null; - RTHandles.Release(m_InScatteredRadianceTables[1]); m_InScatteredRadianceTables[1] = null; - RTHandles.Release(m_InScatteredRadianceTables[2]); m_InScatteredRadianceTables[2] = null; - RTHandles.Release(m_InScatteredRadianceTables[3]); m_InScatteredRadianceTables[3] = null; - RTHandles.Release(m_InScatteredRadianceTables[4]); m_InScatteredRadianceTables[4] = null; - - m_LastPrecomputedBounce = 0; + if (m_PrecomputedData != null) + { + s_PrecomputaionCache.Release(m_LastPrecomputationParamHash); + m_LastPrecomputationParamHash = 0; + m_PrecomputedData = null; + } + CoreUtils.Destroy(m_PbrSkyMaterial); } static float CornetteShanksPhasePartConstant(float anisotropy) @@ -194,90 +421,6 @@ void UpdateGlobalConstantBuffer(CommandBuffer cmd, BuiltinSkyParameters builtinP cmd.SetGlobalFloat( HDShaderIDs._HorizonZenithShiftScale, expParams.y); } - void PrecomputeTables(CommandBuffer cmd) - { - using (new ProfilingScope(cmd, ProfilingSampler.Get(HDProfileId.InScatteredRadiancePrecomputation))) - { - int order = m_LastPrecomputedBounce + 1; - { - // For efficiency reasons, multiple scattering is computed in 2 passes: - // 1. Gather the in-scattered radiance over the entire sphere of directions. - // 2. Accumulate the in-scattered radiance along the ray. - // Single scattering performs both steps during the same pass. - - int firstPass = Math.Min(order - 1, 2); - int accumPass = 3; - int numPasses = Math.Min(order, 2); - - for (int i = 0; i < numPasses; i++) - { - int pass = (i == 0) ? firstPass : accumPass; - - switch (pass) - { - case 0: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTable, m_InScatteredRadianceTables[0]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTable, m_InScatteredRadianceTables[1]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order - break; - case 1: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp - break; - case 2: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[1]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[4]); // Temp - break; - case 3: - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[4]); // Temp - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTableOrder, m_InScatteredRadianceTables[3]); // One order - cmd.SetComputeTextureParam(s_InScatteredRadiancePrecomputationCS, pass, HDShaderIDs._MultipleScatteringTable, m_InScatteredRadianceTables[2]); // MS orders - break; - default: - Debug.Assert(false); - break; - } - - // Re-illuminate the sky with each bounce. - // Emulate a 4D dispatch with a "deep" 3D dispatch. - cmd.DispatchCompute(s_InScatteredRadiancePrecomputationCS, pass, (int)PbrSkyConfig.InScatteredRadianceTableSizeX / 4, - (int)PbrSkyConfig.InScatteredRadianceTableSizeY / 4, - (int)PbrSkyConfig.InScatteredRadianceTableSizeZ / 4 * - (int)PbrSkyConfig.InScatteredRadianceTableSizeW); - } - - { - // Used by all passes. - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTable, m_GroundIrradianceTables[0]); // All orders - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._GroundIrradianceTableOrder, m_GroundIrradianceTables[1]); // One order - } - - switch (firstPass) - { - case 0: - break; - case 1: - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - break; - case 2: - cmd.SetComputeTextureParam(s_GroundIrradiancePrecomputationCS, firstPass, HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[3]); // One order - break; - default: - Debug.Assert(false); - break; - } - - // Re-illuminate the ground with each bounce. - cmd.DispatchCompute(s_GroundIrradiancePrecomputationCS, firstPass, (int)PbrSkyConfig.GroundIrradianceTableSize / 64, 1, 1); - } - } - } - protected override bool Update(BuiltinSkyParameters builtinParams) { UpdateGlobalConstantBuffer(builtinParams.commandBuffer, builtinParams); @@ -286,54 +429,13 @@ protected override bool Update(BuiltinSkyParameters builtinParams) int currPrecomputationParamHash = pbrSky.GetPrecomputationHashCode(); if (currPrecomputationParamHash != m_LastPrecomputationParamHash) { - // Hash does not match, have to restart the precomputation from scratch. - m_LastPrecomputedBounce = 0; - } - - if (m_LastPrecomputedBounce == 0) - { - // Allocate temp tables if needed - if (m_GroundIrradianceTables[1] == null) - { - m_GroundIrradianceTables[1] = AllocateGroundIrradianceTable(1); - } - - if (m_InScatteredRadianceTables[3] == null) - { - m_InScatteredRadianceTables[3] = AllocateInScatteredRadianceTable(3); - } - - if (m_InScatteredRadianceTables[4] == null) - { - m_InScatteredRadianceTables[4] = AllocateInScatteredRadianceTable(4); - } - } - - if (m_LastPrecomputedBounce == pbrSky.numberOfBounces.value) - { - // Free temp tables. - // This is a deferred release (one frame late)! - RTHandles.Release(m_GroundIrradianceTables[1]); - RTHandles.Release(m_InScatteredRadianceTables[3]); - RTHandles.Release(m_InScatteredRadianceTables[4]); - m_GroundIrradianceTables[1] = null; - m_InScatteredRadianceTables[3] = null; - m_InScatteredRadianceTables[4] = null; - } - - if (m_LastPrecomputedBounce < pbrSky.numberOfBounces.value) - { - PrecomputeTables(builtinParams.commandBuffer); - m_LastPrecomputedBounce++; - - // Update the hash for the current bounce. + if (m_LastPrecomputationParamHash != 0) + s_PrecomputaionCache.Release(m_LastPrecomputationParamHash); + m_PrecomputedData = s_PrecomputaionCache.Get(currPrecomputationParamHash); m_LastPrecomputationParamHash = currPrecomputationParamHash; - - // If the sky is realtime, an upcoming update will update the sky lighting. Otherwise we need to force an update. - return builtinParams.skySettings.updateMode != EnvironmentUpdateMode.Realtime; } - return false; + return m_PrecomputedData.Update(builtinParams, pbrSky); } // 'renderSunDisk' parameter is not supported. @@ -344,11 +446,13 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo var pbrSky = builtinParams.skySettings as PhysicallyBasedSky; // TODO: the following expression is somewhat inefficient, but good enough for now. - Vector3 X = builtinParams.worldSpaceCameraPos; - float r = Vector3.Distance(X, pbrSky.GetPlanetCenterPosition(X)); - float R = pbrSky.GetPlanetaryRadius(); + Vector3 cameraPos = builtinParams.worldSpaceCameraPos; + Vector3 planetCenter = pbrSky.GetPlanetCenterPosition(cameraPos); + float R = pbrSky.GetPlanetaryRadius(); - bool isPbrSkyActive = r > R; // Disable sky rendering below the ground + Vector3 cameraToPlanetCenter = planetCenter - cameraPos; + float r = cameraToPlanetCenter.magnitude; + cameraPos = planetCenter - Mathf.Max(R, r) * cameraToPlanetCenter.normalized; CommandBuffer cmd = builtinParams.commandBuffer; @@ -362,25 +466,12 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo pbrSky.spaceRotation.value.z); s_PbrSkyMaterialProperties.SetMatrix(HDShaderIDs._PixelCoordToViewDirWS, builtinParams.pixelCoordToViewDirMatrix); - s_PbrSkyMaterialProperties.SetVector(HDShaderIDs._WorldSpaceCameraPos1, builtinParams.worldSpaceCameraPos); + s_PbrSkyMaterialProperties.SetVector(HDShaderIDs._WorldSpaceCameraPos1, cameraPos); s_PbrSkyMaterialProperties.SetMatrix(HDShaderIDs._ViewMatrix1, builtinParams.viewMatrix); s_PbrSkyMaterialProperties.SetMatrix(HDShaderIDs._PlanetRotation, Matrix4x4.Rotate(planetRotation)); s_PbrSkyMaterialProperties.SetMatrix(HDShaderIDs._SpaceRotation, Matrix4x4.Rotate(spaceRotation)); - if (m_LastPrecomputedBounce != 0) - { - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, m_GroundIrradianceTables[0]); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, m_InScatteredRadianceTables[0]); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, m_InScatteredRadianceTables[1]); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, m_InScatteredRadianceTables[2]); - } - else - { - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._GroundIrradianceTexture, Texture2D.blackTexture); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AirSingleScatteringTexture, CoreUtils.blackVolumeTexture); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._AerosolSingleScatteringTexture, CoreUtils.blackVolumeTexture); - s_PbrSkyMaterialProperties.SetTexture(HDShaderIDs._MultipleScatteringTexture, CoreUtils.blackVolumeTexture); - } + m_PrecomputedData.BindBuffers(cmd, s_PbrSkyMaterialProperties); int hasGroundAlbedoTexture = 0; @@ -413,9 +504,9 @@ public override void RenderSky(BuiltinSkyParameters builtinParams, bool renderFo s_PbrSkyMaterialProperties.SetInt(HDShaderIDs._RenderSunDisk, renderSunDisk ? 1 : 0); - int pass = (renderForCubemap ? 0 : 2) + (isPbrSkyActive ? 0 : 1); + int pass = (renderForCubemap ? 0 : 2); - CoreUtils.DrawFullScreen(builtinParams.commandBuffer, s_PbrSkyMaterial, s_PbrSkyMaterialProperties, pass); + CoreUtils.DrawFullScreen(builtinParams.commandBuffer, m_PbrSkyMaterial, s_PbrSkyMaterialProperties, pass); } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs index beba35ba06e..63543b12ea4 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyManager.cs @@ -83,8 +83,6 @@ public void Reset() // We keep around the renderer and the rendering context to avoid useless allocation if they get reused. hash = 0; refCount = 0; - if (renderingContext != null) - renderingContext.ClearAmbientProbe(); } public void Cleanup() @@ -108,6 +106,7 @@ class SkyManager SphericalHarmonicsL2 m_BlackAmbientProbe = new SphericalHarmonicsL2(); bool m_UpdateRequired = false; + bool m_StaticSkyUpdateRequired = false; int m_Resolution; // Sky used for static lighting. It will be used for ambient lighting if Ambient Mode is set to Static (even when realtime GI is enabled) @@ -130,7 +129,7 @@ class SkyManager static bool logOnce = true; // This boolean here is only to track the first frame after a domain reload or creation. - bool m_requireWaitForAsyncReadBackRequest = true; + bool m_RequireWaitForAsyncReadBackRequest = true; MaterialPropertyBlock m_OpaqueAtmScatteringBlock; @@ -336,6 +335,7 @@ public void Cleanup() m_CachedSkyContexts[i].Cleanup(); m_StaticLightingSky.Cleanup(); + lightingOverrideVolumeStack.Dispose(); #if UNITY_EDITOR CoreUtils.Destroy(m_DefaultPreviewSky); @@ -413,6 +413,24 @@ internal SphericalHarmonicsL2 GetAmbientProbe(HDCamera hdCamera) return GetAmbientProbe(hdCamera.lightingSky); } + internal bool HasSetValidAmbientProbe(HDCamera hdCamera) + { + SkyAmbientMode ambientMode = hdCamera.volumeStack.GetComponent().skyAmbientMode.value; + if (ambientMode == SkyAmbientMode.Static) + return true; + + if (hdCamera.skyAmbientMode == SkyAmbientMode.Dynamic && hdCamera.lightingSky != null && + hdCamera.lightingSky.IsValid() && IsCachedContextValid(hdCamera.lightingSky)) + { + ref CachedSkyContext cachedContext = ref m_CachedSkyContexts[hdCamera.lightingSky.cachedSkyRenderingContextId]; + var renderingContext = cachedContext.renderingContext; + return renderingContext.ambientProbeIsReady; + } + + return false; + + } + internal void SetupAmbientProbe(HDCamera hdCamera) { // Working around GI current system @@ -534,7 +552,7 @@ int GetSunLightHashCode(Light light) } - void AllocateNewRenderingContext(SkyUpdateContext skyContext, int slot, int newHash, bool supportConvolution, in SphericalHarmonicsL2 previousAmbientProbe) + void AllocateNewRenderingContext(SkyUpdateContext skyContext, int slot, int newHash, bool supportConvolution, in SphericalHarmonicsL2 previousAmbientProbe, string name) { Debug.Assert(m_CachedSkyContexts[slot].hash == 0); ref var context = ref m_CachedSkyContexts[slot]; @@ -549,14 +567,13 @@ void AllocateNewRenderingContext(SkyUpdateContext skyContext, int slot, int newH } if (context.renderingContext == null) - context.renderingContext = new SkyRenderingContext(m_Resolution, m_IBLFilterArray.Length, supportConvolution, previousAmbientProbe); - else - context.renderingContext.UpdateAmbientProbe(previousAmbientProbe); + context.renderingContext = new SkyRenderingContext(m_Resolution, m_IBLFilterArray.Length, supportConvolution, previousAmbientProbe, name); + skyContext.cachedSkyRenderingContextId = slot; } // Returns whether or not the data should be updated - bool AcquireSkyRenderingContext(SkyUpdateContext updateContext, int newHash, bool supportConvolution = true) + bool AcquireSkyRenderingContext(SkyUpdateContext updateContext, int newHash, string name = "", bool supportConvolution = true) { SphericalHarmonicsL2 cachedAmbientProbe = new SphericalHarmonicsL2(); // Release the old context if needed. @@ -598,26 +615,40 @@ bool AcquireSkyRenderingContext(SkyUpdateContext updateContext, int newHash, boo firstFreeContext = i; } + if (name == "") + name = "SkyboxCubemap"; + if (firstFreeContext != -1) { - AllocateNewRenderingContext(updateContext, firstFreeContext, newHash, supportConvolution, cachedAmbientProbe); + AllocateNewRenderingContext(updateContext, firstFreeContext, newHash, supportConvolution, cachedAmbientProbe, name); } else { int newContextId = m_CachedSkyContexts.Add(new CachedSkyContext()); - AllocateNewRenderingContext(updateContext, newContextId, newHash, supportConvolution, cachedAmbientProbe); + AllocateNewRenderingContext(updateContext, newContextId, newHash, supportConvolution, cachedAmbientProbe, name); } return true; } - void ReleaseCachedContext(int id) + internal void ReleaseCachedContext(int id) { + if (id == -1) + return; + ref var cachedContext = ref m_CachedSkyContexts[id]; + + // This can happen if 2 cameras use the same context and release it in the same frame. + // The first release the context but the next one will still have this id. + if (cachedContext.refCount == 0) + { + Debug.Assert(cachedContext.renderingContext == null); // Context should already have been cleaned up. + return; + } + cachedContext.refCount--; - Debug.Assert(cachedContext.refCount >= 0); if (cachedContext.refCount == 0) - cachedContext.Cleanup(); + cachedContext.Reset(); } bool IsCachedContextValid(SkyUpdateContext skyContext) @@ -630,12 +661,20 @@ bool IsCachedContextValid(SkyUpdateContext skyContext) return id != -1 && (skyContext.skySettings.GetSkyRendererType() == m_CachedSkyContexts[id].type) && (m_CachedSkyContexts[id].hash != 0); } - int ComputeSkyHash(SkyUpdateContext skyContext, Light sunLight, SkyAmbientMode ambientMode, bool staticSky = false) + int ComputeSkyHash(HDCamera camera, SkyUpdateContext skyContext, Light sunLight, SkyAmbientMode ambientMode, bool staticSky = false) { int sunHash = 0; if (sunLight != null) sunHash = GetSunLightHashCode(sunLight); - int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode(); + + // For planar reflections we want to use the parent position for hash. + Camera cameraForHash = camera.camera; + if (camera.camera.cameraType == CameraType.Reflection && camera.parentCamera != null) + { + cameraForHash = camera.parentCamera; + } + + int skyHash = sunHash * 23 + skyContext.skySettings.GetHashCode(cameraForHash); skyHash = skyHash * 23 + (staticSky ? 1 : 0); skyHash = skyHash * 23 + (ambientMode == SkyAmbientMode.Static ? 1 : 0); return skyHash; @@ -646,6 +685,12 @@ public void RequestEnvironmentUpdate() m_UpdateRequired = true; } + internal void RequestStaticEnvironmentUpdate() + { + m_StaticSkyUpdateRequired = true; + m_RequireWaitForAsyncReadBackRequest = true; + } + public void UpdateEnvironment( HDCamera hdCamera, ScriptableRenderContext renderContext, SkyUpdateContext skyContext, @@ -665,18 +710,28 @@ public void UpdateEnvironment( HDCamera hdCamera, m_BuiltinParameters.commandBuffer = cmd; m_BuiltinParameters.sunLight = sunLight; m_BuiltinParameters.pixelCoordToViewDirMatrix = hdCamera.mainViewConstants.pixelCoordToViewDirWS; - m_BuiltinParameters.worldSpaceCameraPos = hdCamera.mainViewConstants.worldSpaceCameraPos; + Vector3 worldSpaceCameraPos = hdCamera.mainViewConstants.worldSpaceCameraPos; + // For planar reflections we use the parent camera position for all the runtime computations. + // This is to avoid cases in which the probe camera is below ground and the parent is not, leading to + // in case of PBR sky to a black sky. All other parameters are left as is. + // This can introduce inaccuracies, but they should be acceptable if the distance parent camera - probe camera is + // small. + if (hdCamera.camera.cameraType == CameraType.Reflection && hdCamera.parentCamera != null) + { + worldSpaceCameraPos = hdCamera.parentCamera.transform.position; + } + m_BuiltinParameters.worldSpaceCameraPos = worldSpaceCameraPos; m_BuiltinParameters.viewMatrix = hdCamera.mainViewConstants.viewMatrix; m_BuiltinParameters.screenSize = m_CubemapScreenSize; m_BuiltinParameters.debugSettings = null; // We don't want any debug when updating the environment. m_BuiltinParameters.frameIndex = frameIndex; m_BuiltinParameters.skySettings = skyContext.skySettings; - int skyHash = ComputeSkyHash(skyContext, sunLight, ambientMode, staticSky); + int skyHash = ComputeSkyHash(hdCamera, skyContext, sunLight, ambientMode, staticSky); bool forceUpdate = updateRequired; // Acquire the rendering context, if the context was invalid or the hash has changed, this will request for an update. - forceUpdate |= AcquireSkyRenderingContext(skyContext, skyHash, !staticSky); + forceUpdate |= AcquireSkyRenderingContext(skyContext, skyHash, staticSky ? "SkyboxCubemap_Static" : "SkyboxCubemap", !staticSky); ref CachedSkyContext cachedContext = ref m_CachedSkyContexts[skyContext.cachedSkyRenderingContextId]; var renderingContext = cachedContext.renderingContext; @@ -708,14 +763,14 @@ public void UpdateEnvironment( HDCamera hdCamera, { // In case we are the first frame after a domain reload, we need to wait for async readback request to complete // otherwise ambient probe isn't correct for one frame. - if (m_requireWaitForAsyncReadBackRequest) + if (m_RequireWaitForAsyncReadBackRequest) { cmd.WaitAllAsyncReadbackRequests(); renderContext.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); renderContext.Submit(); cmd = CommandBufferPool.Get(); - m_requireWaitForAsyncReadBackRequest = false; + m_RequireWaitForAsyncReadBackRequest = false; } } } @@ -732,7 +787,7 @@ public void UpdateEnvironment( HDCamera hdCamera, #if UNITY_EDITOR // In the editor when we change the sky we want to make the GI dirty so when baking again the new sky is taken into account. // Changing the hash of the rendertarget allow to say that GI is dirty - renderingContext.skyboxCubemapRT.rt.imageContentsHash = new Hash128((uint)skyContext.skySettings.GetHashCode(), 0, 0, 0); + renderingContext.skyboxCubemapRT.rt.imageContentsHash = new Hash128((uint)skyContext.skySettings.GetHashCode(hdCamera.camera), 0, 0, 0); #endif } } @@ -756,22 +811,24 @@ public void UpdateEnvironment(HDCamera hdCamera, ScriptableRenderContext renderC // Preview camera will have a different sun, therefore the hash for the static lighting sky will change and force a recomputation // because we only maintain one static sky. Since we don't care that the static lighting may be a bit different in the preview we never recompute // and we use the one from the main camera. - if (ambientMode == SkyAmbientMode.Static && hdCamera.camera.cameraType != CameraType.Preview) + bool forceStaticUpdate = false; + StaticLightingSky staticLightingSky = GetStaticLightingSky(); +#if UNITY_EDITOR + // In the editor, we might need the static sky ready for baking lightmaps/lightprobes regardless of the current ambient mode so we force it to update in this case if it's not been computed yet.. + // We don't test if the hash of the static sky has changed here because it depends on the sun direction and in the case of LookDev, sun will be different from the main rendering so it will induce improper recomputation. + forceStaticUpdate = staticLightingSky != null && m_StaticLightingSky.skyParametersHash == -1; ; +#endif + if ((ambientMode == SkyAmbientMode.Static || forceStaticUpdate) && hdCamera.camera.cameraType != CameraType.Preview) { - StaticLightingSky staticLightingSky = GetStaticLightingSky(); - if (staticLightingSky != null) - { - m_StaticLightingSky.skySettings = staticLightingSky.skySettings; - UpdateEnvironment(hdCamera, renderContext, m_StaticLightingSky, sunLight, false, true, true, ambientMode, frameIndex, cmd); - } + m_StaticLightingSky.skySettings = staticLightingSky != null ? staticLightingSky.skySettings : null; + UpdateEnvironment(hdCamera, renderContext, m_StaticLightingSky, sunLight, m_StaticSkyUpdateRequired, true, true, SkyAmbientMode.Static, frameIndex, cmd); + m_StaticSkyUpdateRequired = false; } m_UpdateRequired = false; var reflectionTexture = GetReflectionTexture(hdCamera.lightingSky); cmd.SetGlobalTexture(HDShaderIDs._SkyTexture, reflectionTexture); - float mipCount = Mathf.Clamp(Mathf.Log((float)reflectionTexture.width, 2.0f) + 1, 0.0f, 6.0f); - cmd.SetGlobalFloat(HDShaderIDs._SkyTextureMipCount, mipCount); if (IsLightingSkyValid(hdCamera)) { @@ -814,7 +871,7 @@ public void PreRenderSky(HDCamera hdCamera, Light sunLight, RTHandle colorBuffer cmd); SkyAmbientMode ambientMode = hdCamera.volumeStack.GetComponent().skyAmbientMode.value; - int skyHash = ComputeSkyHash(skyContext, sunLight, ambientMode); + int skyHash = ComputeSkyHash(hdCamera, skyContext, sunLight, ambientMode); AcquireSkyRenderingContext(skyContext, skyHash); skyContext.skyRenderer.DoUpdate(m_BuiltinParameters); if (depthBuffer != BuiltinSkyParameters.nullRT && normalBuffer != BuiltinSkyParameters.nullRT) @@ -846,7 +903,7 @@ public void RenderSky(HDCamera hdCamera, Light sunLight, RTHandle colorBuffer, R cmd); SkyAmbientMode ambientMode = hdCamera.volumeStack.GetComponent().skyAmbientMode.value; - int skyHash = ComputeSkyHash(skyContext, sunLight, ambientMode); + int skyHash = ComputeSkyHash(hdCamera, skyContext, sunLight, ambientMode); AcquireSkyRenderingContext(skyContext, skyHash); skyContext.skyRenderer.DoUpdate(m_BuiltinParameters); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs index 2c6df35695d..9d532585631 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderer.cs @@ -41,7 +41,7 @@ public virtual void PreRenderSky(BuiltinSkyParameters builtinParams, bool render public abstract void RenderSky(BuiltinSkyParameters builtinParams, bool renderForCubemap, bool renderSunDisk); /// - /// Returns exposure setting for the provided SkySettings. This will also take debug exposure into accound + /// Returns exposure setting for the provided SkySettings. /// /// SkySettings for which exposure is required. /// Current debug display settings @@ -49,14 +49,12 @@ public virtual void PreRenderSky(BuiltinSkyParameters builtinParams, bool render protected static float GetSkyIntensity(SkySettings skySettings, DebugDisplaySettings debugSettings) { float skyIntensity = 1.0f; - if (debugSettings != null && debugSettings.DebugNeedsExposure()) - { - skyIntensity *= ColorUtils.ConvertEV100ToExposure(-debugSettings.data.lightingDebugSettings.debugExposure); - } switch(skySettings.skyIntensityMode.value) { case SkyIntensityMode.Exposure: + // Note: Here we use EV100 of sky as a multiplier, so it is the opposite of when use with a Camera + // because for sky/light, higher EV mean brighter, but for camera higher EV mean darker scene skyIntensity *= ColorUtils.ConvertEV100ToExposure(-skySettings.exposure.value); break; case SkyIntensityMode.Multiplier: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs index 642e1278748..9016477b396 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyRenderingContext.cs @@ -14,7 +14,9 @@ internal class SkyRenderingContext public CubemapArray skyboxBSDFCubemapArray { get; private set; } public bool supportsConvolution { get; private set; } = false; - public SkyRenderingContext(int resolution, int bsdfCount, bool supportsConvolution, SphericalHarmonicsL2 ambientProbe) + internal bool ambientProbeIsReady = false; + + public SkyRenderingContext(int resolution, int bsdfCount, bool supportsConvolution, SphericalHarmonicsL2 ambientProbe, string name) { m_AmbientProbe = ambientProbe; this.supportsConvolution = supportsConvolution; @@ -22,7 +24,7 @@ public SkyRenderingContext(int resolution, int bsdfCount, bool supportsConvoluti // Compute buffer storing the resulting SH from diffuse convolution. L2 SH => 9 float per component. ambientProbeResult = new ComputeBuffer(27, 4); - skyboxCubemapRT = RTHandles.Alloc(resolution, resolution, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureDimension.Cube, useMipMap: true, autoGenerateMips: false, filterMode: FilterMode.Trilinear, name: "SkyboxCubemap"); + skyboxCubemapRT = RTHandles.Alloc(resolution, resolution, colorFormat: GraphicsFormat.R16G16B16A16_SFloat, dimension: TextureDimension.Cube, useMipMap: true, autoGenerateMips: false, filterMode: FilterMode.Trilinear, name: name); if (supportsConvolution) { @@ -71,6 +73,8 @@ public void OnComputeAmbientProbeDone(AsyncGPUReadbackRequest request) m_AmbientProbe[channel, coeff] = result[channel * 9 + coeff]; } } + + ambientProbeIsReady = true; } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs index ce444e88571..73c790cad10 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkySettings.cs @@ -139,6 +139,17 @@ public abstract class SkySettings : VolumeComponent /// /// Returns the hash code of the sky parameters. /// + /// The camera we want to use to compute the hash of the sky. + /// The hash code of the sky parameters. + virtual public int GetHashCode(Camera camera) + { + // By default we don't need to consider the camera position. + return GetHashCode(); + } + + /// + /// Returns the hash code of the sky parameters. When used with PBR Sky please use the GetHashCode variant that takes a camera as parameter. + /// /// The hash code of the sky parameters. public override int GetHashCode() { @@ -175,12 +186,24 @@ public override int GetHashCode() } } - internal static int GetUniqueID() + /// + /// Returns the sky type unique ID. + /// Use this to override the skyType in the Visual Environment volume component. + /// + /// Type of the sky. + /// The unique ID for the requested sky type. + public static int GetUniqueID() { return GetUniqueID(typeof(T)); } - internal static int GetUniqueID(Type type) + /// + /// Returns the sky type unique ID. + /// Use this to override the skyType in the Visual Environment volume component. + /// + /// Type of the sky. + /// The unique ID for the requested sky type. + public static int GetUniqueID(Type type) { int uniqueID; diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs index 697925a1ba0..9127a4824f0 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/SkyUpdateContext.cs @@ -16,6 +16,15 @@ public SkySettings skySettings get { return m_SkySettings; } set { + // We cleanup the renderer first here because in some cases, after scene unload, the skySettings field will be "null" because the object got destroyed. + // In this case, the renderer might stay allocated until a non null value is set. To avoid a lingering allocation, we cleanup first before anything else. + // So next frame after scene unload, renderer will be freed. + if (skyRenderer != null && (value == null || value.GetSkyRendererType() != skyRenderer.GetType())) + { + skyRenderer.Cleanup(); + skyRenderer = null; + } + if (m_SkySettings == value) return; @@ -23,13 +32,8 @@ public SkySettings skySettings m_SkySettings = value; currentUpdateTime = 0.0f; - if (m_SkySettings != null && (skyRenderer == null || m_SkySettings.GetSkyRendererType() != skyRenderer.GetType())) + if (m_SkySettings != null && skyRenderer == null) { - if (skyRenderer != null) - { - skyRenderer.Cleanup(); - } - var rendererType = m_SkySettings.GetSkyRendererType(); skyRenderer = (SkyRenderer)Activator.CreateInstance(rendererType); skyRenderer.Build(); @@ -43,6 +47,10 @@ public void Cleanup() { skyRenderer.Cleanup(); } + + HDRenderPipeline hdrp = HDRenderPipeline.currentPipeline; + if (hdrp != null) + hdrp.skyManager.ReleaseCachedContext(cachedSkyRenderingContextId); } public bool IsValid() diff --git a/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs b/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs index 67d0fdfc7c4..16729facca7 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Sky/StaticLightingSky.cs @@ -1,24 +1,28 @@ +using System; using System.Collections.Generic; using UnityEngine.Serialization; namespace UnityEngine.Rendering.HighDefinition { + /// + /// Class controlling which sky is used for static and baked lighting. + /// [HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "Static-Lighting-Sky" + Documentation.endURL)] [ExecuteAlways] [AddComponentMenu("")] // Hide this object from the Add Component menu - class StaticLightingSky : MonoBehaviour + public class StaticLightingSky : MonoBehaviour { [SerializeField] VolumeProfile m_Profile; [SerializeField, FormerlySerializedAs("m_BakingSkyUniqueID")] int m_StaticLightingSkyUniqueID = 0; int m_LastComputedHash; + bool m_NeedUpdateStaticLightingSky; - // This one contain only property values from overridden properties in the original profile component - public SkySettings m_SkySettings; - public SkySettings m_SkySettingsFromProfile; + SkySettings m_SkySettings; // This one contain only property values from overridden properties in the original profile component + SkySettings m_SkySettingsFromProfile; - public SkySettings skySettings + internal SkySettings skySettings { get { @@ -39,7 +43,9 @@ public SkySettings skySettings List m_VolumeSkyList = new List(); - + /// + /// Volume profile where the sky settings used for static lighting will be fetched. + /// public VolumeProfile profile { get @@ -66,6 +72,10 @@ public VolumeProfile profile } } + /// + /// Unique ID of the sky used for static lighting. + /// The unique ID should be for a sky that is present in the profile. See SkySettings.GetUniqueID to get the ID per sky type. + /// public int staticLightingSkyUniqueID { get @@ -114,12 +124,19 @@ void UpdateCurrentStaticLightingSky() // As such, it may contain values that are not actually overridden // For example, user overrides a value, change it, and disable overrides. In this case the volume still contains the old overridden value // In this case, we want to use values only if they are still overridden, so we create a volume component with default values and then copy the overridden values from the profile. + // Also, a default profile might be set in the HDRP project settings, this volume is applied by default to all the scene so it should also be taken into account here. // Create an instance with default values m_SkySettings = (SkySettings)ScriptableObject.CreateInstance(skyType); var newSkyParameters = m_SkySettings.parameters; var profileSkyParameters = m_SkySettingsFromProfile.parameters; + var defaultVolume = HDRenderPipeline.GetOrCreateDefaultVolume(); + SkySettings defaultSky = null; + if (defaultVolume.sharedProfile != null) // This can happen with old projects. + defaultVolume.sharedProfile.TryGet(skyType, out defaultSky); + var defaultSkyParameters = defaultSky != null ? defaultSky.parameters : null; // Can be null if the profile does not contain the component. + // Seems to inexplicably happen sometimes on domain reload. if (profileSkyParameters == null) { @@ -134,6 +151,11 @@ void UpdateCurrentStaticLightingSky() { newSkyParameters[i].SetValue(profileSkyParameters[i]); } + // Fallback to the default profile if values are overridden in there. + else if (defaultSkyParameters != null && defaultSkyParameters[i].overrideState == true) + { + newSkyParameters[i].SetValue(defaultSkyParameters[i]); + } } m_LastComputedHash = m_SkySettingsFromProfile.GetHashCode(); @@ -162,7 +184,9 @@ void OnValidate() } } - UpdateCurrentStaticLightingSky(); + // We can't call UpdateCurrentStaticLightingSky in OnValidate because we may destroy an object there and it's forbidden. + // So we delay the update. + m_NeedUpdateStaticLightingSky = true; } void OnEnable() @@ -180,6 +204,15 @@ void OnDisable() Reset(); } + void Update() + { + if (m_NeedUpdateStaticLightingSky) + { + UpdateCurrentStaticLightingSky(); + m_NeedUpdateStaticLightingSky = false; + } + } + void Reset() { CoreUtils.Destroy(m_SkySettings); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraCache.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraCache.cs index 01efcc665f7..16cec78e9fe 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraCache.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraCache.cs @@ -23,11 +23,12 @@ class CameraCache: IDisposable /// /// This frame count is assigned to the returned camera to know the age of its last use. /// + /// The type of camera to create if one does not exists. /// /// The cached camera if the key was found, /// otherwise a new camera that was inserted in the cache during the call. /// - public Camera GetOrCreate(K key, int frameCount) + public Camera GetOrCreate(K key, int frameCount, CameraType cameraType = CameraType.Game) { if (m_Cache == null) throw new ObjectDisposedException(nameof(CameraCache)); @@ -35,6 +36,7 @@ public Camera GetOrCreate(K key, int frameCount) if (!m_Cache.TryGetValue(key, out var camera) || camera.camera == null || camera.camera.Equals(null)) { camera = (new GameObject().AddComponent(), frameCount); + camera.camera.cameraType = cameraType; m_Cache[key] = camera; } else diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs index 606dbe3112e..742170e8ec3 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/CameraSettings.cs @@ -356,5 +356,38 @@ public static CameraSettings From(HDCamera hdCamera) [SerializeField][FormerlySerializedAs("frameSettings")][Obsolete("For data migration")] internal ObsoleteFrameSettings m_ObsoleteFrameSettings; #pragma warning restore 618 + + internal Hash128 GetHash() + { + var h = new Hash128(); + var h2 = new Hash128(); + + HashUtilities.ComputeHash128(ref bufferClearing, ref h); + HashUtilities.ComputeHash128(ref culling, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref customRenderingSettings, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref defaultFrameSettings, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref flipYMode, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref frustum, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref invertFaceCulling, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref probeLayerMask, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref probeRangeCompressionFactor, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref renderingPathCustomFrameSettings, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + HashUtilities.ComputeHash128(ref renderingPathCustomFrameSettingsOverrideMask, ref h2); + HashUtilities.AppendHash(ref h2, ref h); + int volumeHash = volumes.GetHashCode(); + h2 = new Hash128((ulong)volumeHash, 0); + HashUtilities.AppendHash(ref h2, ref h); + + return h; + } } } diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs new file mode 100644 index 00000000000..6f629822036 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs @@ -0,0 +1,123 @@ +namespace UnityEngine.Rendering.HighDefinition +{ +#if UNITY_EDITOR + using UnityEditor; + using AntialiasingMode = HDAdditionalCameraData.AntialiasingMode; + + [InitializeOnLoad] + static class HDAdditionalSceneViewSettings + { + static class Styles + { + public static readonly GUIContent AAMode = EditorGUIUtility.TrTextContent("Camera Anti-aliasing", "The anti-alising mode that will be used in the scene view camera."); + public static readonly GUIContent StopNaNs = EditorGUIUtility.TrTextContent("Camera Stop NaNs", "When enabled, any NaNs in the color buffer of the scene view camera will be suppressed."); +#if UNITY_2020_2_OR_NEWER + public static readonly string HelpBox = "Temporal Anti - aliasing in the Scene View is only supported when Always Refresh is enabled."; +#else + public static readonly string HelpBox = "Temporal Anti - aliasing in the Scene View is only supported when Animated Materials are enabled."; +#endif + } + + // Helper class to manage editor preferences with local caching. + // Only supports bools, floats and ints/enums, so we keep it local for now. + class CachedEditorPref + { + T m_Storage; + string m_Key; + + public T value + { + // We update the Editor prefs only when writing. Reading goes through the cached local var to ensure that reads have no overhead. + get => m_Storage; + set + { + m_Storage = value; + SetPref(value); + } + } + + // Creates a cached editor preference using the specified key and default value + public CachedEditorPref(string key, T dafaultValue) + { + m_Key = key; + m_Storage = GetOrCreatePref(dafaultValue); + } + + T GetOrCreatePref(T defaultValue) + { + if (EditorPrefs.HasKey(m_Key)) + { + if (typeof(T) == typeof(bool)) + { + return (T)(object)EditorPrefs.GetBool(m_Key); + } + else if (typeof(T) == typeof(float)) + { + return (T)(object)EditorPrefs.GetFloat(m_Key); + } + return (T)(object)EditorPrefs.GetInt(m_Key); + } + else + { + if (typeof(T) == typeof(bool)) + { + EditorPrefs.SetBool(m_Key, (bool)(object)defaultValue); + } + else if (typeof(T) == typeof(float)) + { + EditorPrefs.SetFloat(m_Key, (float)(object)defaultValue); + } + else + { + EditorPrefs.SetInt(m_Key, (int)(object)defaultValue); + } + return defaultValue; + } + } + + void SetPref(T value) + { + if (typeof(T) == typeof(bool)) + EditorPrefs.SetBool(m_Key, (bool)(object)value); + else if (typeof(T) == typeof(float)) + EditorPrefs.SetFloat(m_Key, (float)(object)value); + else + EditorPrefs.SetInt(m_Key, (int)(object)value); + } + } + + static CachedEditorPref s_SceneViewAntialiasing = new CachedEditorPref("HDRP:SceneViewCamera:Antialiasing", AntialiasingMode.None); + + public static AntialiasingMode sceneViewAntialiasing + { + get => s_SceneViewAntialiasing.value; + set => s_SceneViewAntialiasing.value = value; + } + + static CachedEditorPref s_SceneViewStopNaNs = new CachedEditorPref("HDRP:SceneViewCamera:StopNaNs", false); + + public static bool sceneViewStopNaNs + { + get => s_SceneViewStopNaNs.value; + set => s_SceneViewStopNaNs.value = value; + } + + static HDAdditionalSceneViewSettings() + { + SceneViewCameraWindow.additionalSettingsGui += DoAdditionalSettings; + } + + static void DoAdditionalSettings(SceneView sceneView) + { + EditorGUILayout.Space(); + EditorGUILayout.LabelField("HD Render Pipeline", EditorStyles.boldLabel); + + sceneViewAntialiasing = (AntialiasingMode)EditorGUILayout.EnumPopup(Styles.AAMode, sceneViewAntialiasing); + if (sceneViewAntialiasing == AntialiasingMode.TemporalAntialiasing) + EditorGUILayout.HelpBox(Styles.HelpBox, MessageType.Info); + + sceneViewStopNaNs = EditorGUILayout.Toggle(Styles.StopNaNs, sceneViewStopNaNs); + } + } +#endif +} diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs.meta b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs.meta new file mode 100644 index 00000000000..27faf403248 --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDAdditionalSceneViewSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 6b35404f0872b6444b8669bb00132cfa +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderPipelinePreferences.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderPipelinePreferences.cs index 0310736c51a..8670fb07bab 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderPipelinePreferences.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/HDRenderPipelinePreferences.cs @@ -12,30 +12,6 @@ static class HDRenderPipelinePreferences { static bool m_Loaded = false; - static AntialiasingMode s_SceneViewAntialiasing; - public static AntialiasingMode sceneViewAntialiasing - { - get => s_SceneViewAntialiasing; - set - { - if (s_SceneViewAntialiasing == value) return; - s_SceneViewAntialiasing = value; - EditorPrefs.SetInt(Keys.sceneViewAntialiasing, (int)s_SceneViewAntialiasing); - } - } - - static bool s_SceneViewStopNaNs; - public static bool sceneViewStopNaNs - { - get => s_SceneViewStopNaNs; - set - { - if (s_SceneViewStopNaNs == value) return; - s_SceneViewStopNaNs = value; - EditorPrefs.SetBool(Keys.sceneViewStopNaNs, s_SceneViewStopNaNs); - } - } - static bool s_MatcapMixAlbedo; public static bool matcapViewMixAlbedo { @@ -105,13 +81,6 @@ static SettingsProvider PreferenceGUI() if (!m_Loaded) Load(); - sceneViewAntialiasing = (AntialiasingMode)EditorGUILayout.EnumPopup("Scene View Anti-aliasing", sceneViewAntialiasing); - - if (sceneViewAntialiasing == AntialiasingMode.TemporalAntialiasing) - EditorGUILayout.HelpBox("Temporal Anti-aliasing in the Scene View is only supported when Animated Materials are enabled.", MessageType.Info); - - sceneViewStopNaNs = EditorGUILayout.Toggle("Scene View Stop NaNs", sceneViewStopNaNs); - matcapViewMixAlbedo = EditorGUILayout.Toggle("Mix Albedo in the Matcap", matcapViewMixAlbedo); if(matcapViewMixAlbedo) matcapViewScale = EditorGUILayout.FloatField("Matcap intensity scale", matcapViewScale); @@ -134,8 +103,6 @@ static HDRenderPipelinePreferences() static void Load() { - s_SceneViewAntialiasing = (AntialiasingMode)EditorPrefs.GetInt(Keys.sceneViewAntialiasing, (int)AntialiasingMode.None); - s_SceneViewStopNaNs = EditorPrefs.GetBool(Keys.sceneViewStopNaNs, false); s_MatcapMixAlbedo = EditorPrefs.GetBool(Keys.matcapViewMixAlbedo, true); s_MatcapScale = EditorPrefs.GetFloat(Keys.matcapViewScale, 1.0f); s_LightColorNormalization = EditorPrefs.GetBool(Keys.lightColorNormalization, false); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs index faa360006dd..23360c346f5 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettings.cs @@ -137,6 +137,7 @@ public struct Lighting public float fadeDistance; /// The result of the rendering of the probe will be divided by this factor. When the probe is read, this factor is undone as the probe data is read. /// This is to simply avoid issues with values clamping due to precision of the storing format. + [Min(1e-6f)] public float rangeCompressionFactor; } @@ -276,8 +277,9 @@ public Hash128 ComputeHash() HashUtilities.AppendHash(ref h2, ref h); HashUtilities.ComputeHash128(ref proxySettings, ref h2); HashUtilities.AppendHash(ref h2, ref h); - HashUtilities.ComputeHash128(ref cameraSettings, ref h2); + h2 = cameraSettings.GetHash(); HashUtilities.AppendHash(ref h2, ref h); + if (influence != null) { h2 = influence.ComputeHash(); diff --git a/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettingsUtilities.cs b/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettingsUtilities.cs index a9767063151..6eba9bda004 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettingsUtilities.cs +++ b/com.unity.render-pipelines.high-definition/Runtime/Utilities/ProbeSettingsUtilities.cs @@ -108,13 +108,6 @@ public static void ApplySettings( cameraSettings.defaultFrameSettings = FrameSettingsRenderType.CustomOrBakedReflection; break; } - - switch (settings.type) - { - case ProbeSettings.ProbeType.ReflectionProbe: - cameraSettings.customRenderingSettings = true; - break; - } } internal static void ApplyMirroredReferenceTransform( diff --git a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl index e0319e33497..4457d50d787 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXCommon.hlsl @@ -15,7 +15,7 @@ float4 VFXTransformPositionWorldToNonJitteredClip(float3 posWS) #if VFX_WORLD_SPACE posWS = GetCameraRelativePositionWS(posWS); #endif - return mul(_NonJitteredViewProjMatrix, float4(posWS, 1.0f)); + return mul(UNITY_MATRIX_UNJITTERED_VP, float4(posWS, 1.0f)); } float4 VFXTransformPositionWorldToPreviousClip(float3 posWS) @@ -23,7 +23,7 @@ float4 VFXTransformPositionWorldToPreviousClip(float3 posWS) #if VFX_WORLD_SPACE posWS = GetCameraRelativePositionWS(posWS); #endif - return mul(_PrevViewProjMatrix, float4(posWS, 1.0f)); + return mul(UNITY_MATRIX_PREV_VP, float4(posWS, 1.0f)); } #ifdef VFX_VARYING_PS_INPUTS diff --git a/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Decals.unity b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Decals.unity new file mode 100644 index 00000000000..8ea135ebbff --- /dev/null +++ b/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Decals.unity @@ -0,0 +1,655 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!29 &1 +OcclusionCullingSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_OcclusionBakeSettings: + smallestOccluder: 5 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externalObjects: {} - mainObjectFileID: 11400000 - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.render-pipelines.high-definition/package.json b/com.unity.render-pipelines.high-definition/package.json index 5433c2467e2..f0aad36def5 100644 --- a/com.unity.render-pipelines.high-definition/package.json +++ b/com.unity.render-pipelines.high-definition/package.json @@ -1,15 +1,15 @@ { "name": "com.unity.render-pipelines.high-definition", "description": "The High Definition Render Pipeline (HDRP) is a high-fidelity Scriptable Render Pipeline built by Unity to target modern (Compute Shader compatible) platforms. HDRP utilizes Physically-Based Lighting techniques, linear lighting, HDR lighting, and a configurable hybrid Tile/Cluster deferred/Forward lighting architecture and gives you the tools you need to create games, technical demos, animations, and more to a high graphical standard.", - "version": "8.0.0", + "version": "8.3.0", "unity": "2020.1", - "unityRelease": "0a23", + "unityRelease": "0b15", "displayName": "High Definition RP", "dependencies": { - "com.unity.render-pipelines.core": "8.0.0", - "com.unity.shadergraph": "8.0.0", - "com.unity.visualeffectgraph": "8.0.0", - "com.unity.render-pipelines.high-definition-config": "8.0.0" + "com.unity.render-pipelines.core": "8.3.0", + "com.unity.shadergraph": "8.3.0", + "com.unity.visualeffectgraph": "8.3.0", + "com.unity.render-pipelines.high-definition-config": "8.3.0" }, "keywords":[ "graphics", @@ -24,11 +24,6 @@ "description" : "Adds additional post-processing data to your project, such as Lens Dirt textures.", "path" : "Samples~/PostProcessingData" }, - { - "displayName" : "Shader Graph Samples", - "description" : "Adds Shader Graph samples to your project. Open the SampleScene to see typical use cases for the Hair, Fabric, and Decal Master Nodes for Shader Graph.", - "path" : "Samples~/ShaderGraphSamples" - }, { "displayName" : "Procedural Sky", "description" : "Adds the deprecated procedural sky of HDRP.", @@ -45,4 +40,4 @@ "path" : "Samples~/MaterialSamples" } ] -} \ No newline at end of file +} diff --git a/com.unity.render-pipelines.lightweight/CHANGELOG.md b/com.unity.render-pipelines.lightweight/CHANGELOG.md index 5b96b540c34..12aa9a80a1d 100644 --- a/com.unity.render-pipelines.lightweight/CHANGELOG.md +++ b/com.unity.render-pipelines.lightweight/CHANGELOG.md @@ -4,7 +4,28 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] +## [8.3.0] - 2020-07-23 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.2.0] - 2020-07-08 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.1.0] - 2020-04-21 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.0.1] - 2020-02-25 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.0.0] - 2020-02-25 + ### Fixed - Fixed a typo in the `CombinedShapeLightShared` shader include that resulted in an invalid file reference. diff --git a/com.unity.render-pipelines.lightweight/package.json b/com.unity.render-pipelines.lightweight/package.json index 2aa46711422..51ee1c7de3c 100644 --- a/com.unity.render-pipelines.lightweight/package.json +++ b/com.unity.render-pipelines.lightweight/package.json @@ -1,12 +1,12 @@ { "name": "com.unity.render-pipelines.lightweight", "description": "The Lightweight Render Pipeline (LWRP) is a prebuilt Scriptable Render Pipeline, made by Unity. The technology offers graphics that are scalable to mobile platforms, and you can also use it for higher-end consoles and PCs. You’re able to achieve quick rendering at a high quality without needing compute shader technology. LWRP uses simplified, physically based Lighting and Materials. The LWRP uses single-pass forward rendering. Use this pipeline to get optimized real-time performance on several platforms.", - "version": "8.0.0", + "version": "8.3.0", "unity": "2020.1", - "unityRelease": "0a23", + "unityRelease": "0b15", "displayName": "Lightweight RP", "dependencies": { - "com.unity.render-pipelines.universal": "8.0.0", + "com.unity.render-pipelines.universal": "8.3.0", "com.unity.postprocessing": "2.1.7" }, "keywords":[ diff --git a/com.unity.render-pipelines.universal/CHANGELOG.md b/com.unity.render-pipelines.universal/CHANGELOG.md index deaad9ae77e..187d0f8bce0 100644 --- a/com.unity.render-pipelines.universal/CHANGELOG.md +++ b/com.unity.render-pipelines.universal/CHANGELOG.md @@ -4,7 +4,81 @@ All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] +## [8.3.0] - 2020-07-23 + +### Fixed +- Fixed an issue where the package would fail to compile if the Animation module was disabled. [case 1227068](https://issuetracker.unity3d.com/product/unity/issues/guid/1227068/) + +## [8.2.0] - 2020-07-08 + +### Added +- Added an option to enable/disable Adaptive Performance when the Adaptive Performance package is available in the project. +- Added new sections to documentation: [Writing custom shaders](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.2/manual/writing-custom-shaders-urp.html), and [Using the beginCameraRendering event](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.2/manual/using-begincamerarendering.html). + +### Changed +- The 2D Renderer now supports camera stacking. +- URP is now computing tangent space per fragment. + +### Fixed +- Fixed an issue that caused WebGL to render blank screen when Depth texture was enabled [case 1240228](https://issuetracker.unity3d.com/issues/webgl-urp-scene-is-rendered-black-in-webgl-build-when-depth-texture-is-enabled) +- Fixed an issue where grid lines were drawn on top of opaque objects in the preview window. [Case 1240723](https://issuetracker.unity3d.com/issues/urp-grid-is-rendered-in-front-of-the-model-in-the-inspector-animation-preview-window-when-depth-or-opaque-texture-is-enabled). +- Fixed an issue where objects in the preview window were affected by layer mask settings in the default renderer. [Case 1204376](https://issuetracker.unity3d.com/issues/urp-prefab-preview-is-blank-when-a-custom-forward-renderer-data-and-default-layer-mask-is-mixed-are-used). +- Fixed issues with performance when importing fbx files. +- Fixed issues with NullReferenceException happening with URP shaders. +- Fixed an issue where the emission value in particle shaders would not update in the editor without entering Play mode. +- Fixed SceneView Draw Modes not being properly updated after opening new scene view panels or changing the editor layout. +- Fixed issue on Nintendo Switch where maximum number of visible lights in C# code did not match maximum number in shader code. +- Fixed GLES shaders compilation failing on Windows platform (not a mobile platform) due to uniform count limit. +- Fixed an issue where the preset button could still be used, when it was not supposed to. [Case 1246261](https://issuetracker.unity3d.com/issues/urp-reset-functionality-does-not-work-for-renderobject-preset-asset). +- Fixed an issue that caused viewport to not work correctly when rendering to textures. [Case 1225103](https://issuetracker.unity3d.com/issues/urp-the-viewport-rect-isnt-correctly-applied-when-the-camera-is-outputting-into-a-rendertexture). +- Fixed an issue that caused incorrect sampling of HDR reflection probe textures. +- Fixed UI text of RenderObjects feature to display LightMode tag instead of Shader Pass Name. [Case 1201696](https://issuetracker.unity3d.com/issues/render-feature-slash-pass-ui-has-a-field-for-shader-pass-name-when-it-actually-expects-shader-pass-lightmode). +- Fixed an issue that caused memory allocations when sorting cameras. [Case 1226448](https://issuetracker.unity3d.com/issues/2d-renderer-using-more-than-one-camera-that-renders-out-to-a-render-texture-creates-gc-alloc-every-frame). +- Fixed an issue that caused the inverse view and projection matrix to output wrong values in some platforms. [Case 1243990](https://issuetracker.unity3d.com/issues/urp-8-dot-1-breaks-unity-matrix-i-vp). +- Fixed an issue where only unique names of cameras could be added to the camera stack. +- Fixed an issue with URP switching so that every available URP makes a total set of supported features, so that all URPs are taken into consideration. [Case 1157420](https://issuetracker.unity3d.com/issues/lwrp-srp-switching-doesnt-work-even-with-manually-adding-shadervariants-per-scene). +- Fixed an issue that caused incorrect sampling of HDR reflection probe textures. +- Fixed an issue that caused Android GLES to render blank screen when Depth texture was enabled without Opaque texture. [Case 1219325](https://issuetracker.unity3d.com/issues/scene-is-not-rendered-on-android-8-and-9-when-depth-texture-is-enabled-in-urp-asset). +- Fixed an issue where XR multipass repeatedly throws error messages "Multi pass stereo mode doesn't support Camera Stacking". +- Metallic slider on the Lit shader is now linear, so that correct values are used for PBR. +- Fixed an issue where using DOF at the same time as Dynamic Scaling, the depth buffer was sampled with incorrect UVs. [Case 1225467](https://issuetracker.unity3d.com/product/unity/issues/guid/1225467/). +- Fixed an issue where URP Simple Lit shader had attributes swapped incorrectly for BaseMap and BaseColor properties. +- Fixed an issue where camera stacking with MSAA on OpenGL resulted in a black screen. [Case 1250602](https://issuetracker.unity3d.com/issues/urp-camera-stacking-results-in-black-screen-when-msaa-and-opengl-graphics-api-are-used). +- Fixed an issue where Model Importer Materials used the Standard Shader from the Built-in Render Pipeline instead of URP Lit shader when the import happened at Editor startup. +- Fixed an issue causing shadows to be incorrectly rendered when a light was close to the shadow caster. +- Fixed an issue where camera stacking with postFX on XR resulted in a grey screen. [Case 1260378](https://issuetracker.unity3d.com/issues/xr-urp-game-view-is-grey-when-using-camera-stacking-and-enabling-post-processing) + +## [8.1.0] - 2020-04-21 + +### Added +- If Unity Editor Analytics are enabled, Universal collects anonymous data about usage of Universal. This helps the Universal team focus our efforts on the most common scenarios, and better understand the needs of our customers. + +### Changed +- Optimized the 2D Renderer to skip rendering into certain internal buffers when not necessary. + +### Fixed +- Fixed issue with AssetPostprocessors dependencies causing models to be imported twice when upgrading the package version. +- Fixed an issue where Shader Graph subshaders referenced incorrect asset GUIDs. +- Fixed issue that caused the QualitySettings anti-aliasing changing without user interaction. [case 1195272](https://issuetracker.unity3d.com/issues/lwrp-the-anti-alias-quality-settings-value-is-changing-without-user-interaction) +- Fixed a shader issue that caused the Color in Sprite Shape to work improperly. +- Fixed shader compilation errors when using multiple lights in DX10 level GPU. [case 1222302](https://issuetracker.unity3d.com/issues/urp-no-materials-apart-from-ui-are-rendered-when-using-direct3d11-graphics-api-on-a-dx10-gpu) +- Fixed an issue where an exception would be thrown when resetting the ShadowCaster2D component. [case 1225339](https://issuetracker.unity3d.com/issues/urp-unassignedreferenceexception-thrown-on-resetting-the-shadow-caster-2d-component) +- Fixe an issue where using a Subtractive Blend Style for your 2D Lights might cause artifacts in certain post-processing effects. [case 1215584](https://issuetracker.unity3d.com/issues/urp-incorrect-colors-in-scene-when-using-subtractive-and-multiply-blend-mode-in-gamma-color-space) +- Fixed an issue where Cinemachine Pixel Perfect Extension didn't work when CinemachineBrain Update Method is anything other than Late Update. +- Fixed an issue where particles using Sprite Shader Graph shaders were invisible. +- Fixed an issue where Scene objects might be incorrectly affected by 2D Lights from a previous Sorting Layer. +- Fixed an issue where errors would appear in the Console when entering Play Mode with a 2D Light selected in the Hierarchy. [Case 1226918](https://issuetracker.unity3d.com/issues/errors-appear-in-the-console-when-global-2d-light-is-selected-in-hierarchy) +- Fixed an issue when Linear -> sRGB conversion would not happen on some Android devices. [case 1226208](https://issuetracker.unity3d.com/issues/no-srgb-conversion-on-some-android-devices-when-using-the-universal-render-pipeline) +- Fixed invalid implementation of one function in LWRP -> URP backward compatibility support. +- Fixed an issue with shadows not being correctly calculated in some shaders. +- Fixed an issue with URP switching such that every avaiable URP makes a total set of supported features such that all URPs are taken into consideration. [case 1157420](https://issuetracker.unity3d.com/issues/lwrp-srp-switching-doesnt-work-even-with-manually-adding-shadervariants-per-scene) + +## [8.0.1] - 2020-02-25 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.0.0] - 2020-02-25 ### Added - Added the option to strip Terrain hole Shader variants. - Added support for additional Directional Lights. The amount of additional Directional Lights is limited by the maximum Per-object Lights in the Render Pipeline Asset. @@ -14,9 +88,12 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Added the option to toggle shadow receiving on transparent objects. - Added XR multipass rendering. Multipass rendering is a requirement on many VR platforms and allows graceful fallback when single-pass rendering isn't available. - Added support for Camera Stacking when using the Forward Renderer. This introduces the Camera `Render Type` property. A Base Camera can be initialized with either the Skybox or Solid Color, and can combine its output with that of one or more Overlay Cameras. An Overlay Camera is always initialized with the contents of the previous Camera that rendered in the Camera Stack. +- Fixed NaNs in tonemap algorithms (neutral and ACES) on Nintendo Switch. - Added AssetPostprocessors and Shadergraphs to handle Arnold Standard Surface and 3DsMax Physical material import from FBX. - Added `[MainTexture]` and `[MainColor]` shader property attributes to URP shader properties. These will link script material.mainTextureOffset and material.color to `_BaseMap` and `_BaseColor` shader properties. - Added the option to specify the maximum number of visible lights. If you set a value, lights are sorted based on their distance from the Camera. +- Added the option to control the transparent layer separately in the Forward Renderer. +- Added the ability to set individual RendererFeatures to be active or not, use `ScriptableRendererFeature.SetActive(bool)` to set whether a Renderer Feature will execute, `ScriptableRendererFeature.isActive` can be used to check the current active state of the Renderer Feature. ### Changed - Moved the icon that indicates the type of a Light 2D from the Inspector header to the Light Type field. @@ -31,9 +108,17 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - The Scene view now mirrors the Volume Layer Mask set on the Main Camera. - Drawing order of SRPDefaultUnlit is now the same as the Built-in Render Pipline. - Made MaterialDescriptionPreprocessors private. +- UniversalRenderPipelineAsset no longer supports presets [case 1197020](https://issuetracker.unity3d.com/issues/urp-reset-functionality-does-not-work-on-preset-of-universalrenderpipelineassets) - The number of maximum visible lights is now determined by whether the platform is mobile or not. +- Renderer Feature list is now redesigned to fit more closely to the Volume Profile UI, this vastly improves UX and reliability of the Renderer Features List. +- Default color values for Lit and SimpleLit shaders changed to white due to issues with texture based workflows. +- The pipeline is now computing tangent space in per fragment. +- Optimized the 2D Renderer to skip rendering into certain internal buffers when not necessary. +- You can now subclass ForwardRenderer to create a custom renderer based on it. +- URP shaders that contain a priority slider now no longer have an offset of 50 by default. ### Fixed +- Fixed a performance problem with ShaderPreprocessor with large amount of active shader variants in the project - Fixed an issue where linear to sRGB conversion occurred twice on certain Android devices. - Fixed an issue where there were 2 widgets showing the outer angle of a spot light. - Fixed an issue where Unity rendered fullscreen quads with the pink error shader when you enabled the Stop NaN post-processing pass. @@ -45,6 +130,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a performance regression when you used the 2D Renderer. - Fixed an issue where the Freeform 2D Light gizmo didn't correctly show the Falloff offset. - Fixed an issue where the 2D Renderer rendered nothing when you used shadow-casting lights with incompatible Renderer2DData. +- Fixed an issue where errors were generated when the Physics2D module was not included in the project's manifest. - Fixed an issue where Prefab previews were incorrectly lit when you used the 2D Renderer. - Fixed an issue where the Light didn't update correctly when you deleted a Sprite that a Sprite 2D Light uses. - Fixed an issue where 2D Lighting was broken for Perspective Cameras. @@ -98,6 +184,30 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed an issue with soft particles having dark blending when intersecting with scene geometry [case 1199812](https://issuetracker.unity3d.com/issues/urp-soft-particles-create-dark-blending-artefacts-when-intersecting-with-scene-geometry) - Fixed an issue with additive particles blending incorrectly [case 1215713](https://issuetracker.unity3d.com/issues/universal-render-pipeline-additive-particles-not-using-vertex-alpha) - Fixed an issue where camera preview window was missing in scene view. [case 1211971](https://issuetracker.unity3d.com/issues/scene-view-urp-camera-preview-window-is-missing-in-the-scene-view) +- Fixed an issue where camera stacking didn't work properly inside prefab mode. [case 1220509](https://issuetracker.unity3d.com/issues/urp-cannot-assign-overlay-cameras-to-a-camera-stack-while-in-prefab-mode) +- Fixed an issue with shadow cascade values were not readable in the render pipeline asset [case 1219003](https://issuetracker.unity3d.com/issues/urp-cascade-values-truncated-on-selecting-two-or-four-cascades-in-shadows-under-universalrenderpipelineasset) +- Fixed the definition of `mad()` in SMAA shader for OpenGL. +- Fixed an issue where partical shaders failed to handle Single-Pass Stereo VR rendering with Double-Wide Textures. [case 1201208](https://issuetracker.unity3d.com/issues/urp-vr-each-eye-uses-the-cameraopaquetexture-of-both-eyes-for-rendering-when-using-single-pass-rendering-mode) +- Fixed an issue that caused assets to be reimported if player prefs were cleared. [case 1192259](https://issuetracker.unity3d.com/issues/lwrp-clearing-playerprefs-through-a-script-or-editor-causes-delay-and-console-errors-to-appear-when-entering-the-play-mode) +- Fixed missing Custom Render Features after Library deletion. [case 1196338](https://issuetracker.unity3d.com/product/unity/issues/guid/1196338/) +- Fixed not being able to remove a Renderer Feature due to tricky UI selection rects. [case 1208113](https://issuetracker.unity3d.com/product/unity/issues/guid/1208113/) +- Fixed an issue where the Camera Override on the Render Object Feature would not work with many Render Features in a row. [case 1205185](https://issuetracker.unity3d.com/product/unity/issues/guid/1205185/) +- Fixed UI clipping issue in Forward Renderer inspector. [case 1211954](https://issuetracker.unity3d.com/product/unity/issues/guid/1211954/) +- Fixed a Null ref when trying to remove a missing Renderer Feature from the Forward Renderer. [case 1196651](https://issuetracker.unity3d.com/product/unity/issues/guid/1196651/) +- Fixed data serialization issue when adding a Renderer Feature to teh Forward Renderer. [case 1214779](https://issuetracker.unity3d.com/product/unity/issues/guid/1214779/) +- Fixed an issue where Shaders that used Texture Arrays and FrontFace didn't compile at build time, which caused the build to fail. +- Fixed an issue where MSAA isn't applied until eye textures are relocated by changing their resolution. [case 1197958](https://issuetracker.unity3d.com/issues/oculus-quest-oculus-go-urp-msaa-isnt-applied-until-eye-textures-are-relocated-by-changing-their-resolution) +- Fixed an issue with a blurry settings icon. [case 1201895](https://issuetracker.unity3d.com/issues/urp-setting-icon-blurred-in-universalrendererpipelineasset) +- Fixed an issue where rendering into RenderTexture with Single Pass Instanced renders both eyes overlapping. +- Fixed an issue where Renderscale setting has no effect when using XRSDK. +- Fixed an issue where renderScale != 1 or Display.main.requiresBlitToBackbuffer forced an unnecessary blit on XR. +- Fixed an issue that causes double sRGB correction on Quest. [case 1209292](https://issuetracker.unity3d.com/product/unity/issues/guid/1209292) +- Fixed an issue where terrain DepthOnly pass does not work for XR. +- Fixed an issue with shadows not appearing on terrains when no cascades were selected [case 1226530](https://issuetracker.unity3d.com/issues/urp-no-shadows-on-terrain-when-cascades-is-set-to-no-cascades-in-render-pipeline-asset-settings) +- Fixed an issue where Post-Processing caused nothing to render on GLES2. +- Fixed an issue that caused depth texture to be flipped when sampling from shaders [case 1225362](https://issuetracker.unity3d.com/issues/game-object-is-rendered-incorrectly-in-the-game-view-when-sampling-depth-texture) +- Fixed an issue with not being able to remove Light Mode Tags [case 1240895](https://issuetracker.unity3d.com/issues/urp-unable-to-remove-added-lightmode-tags-of-filters-property-in-render-object) +- Fixed an issue where terrain and speedtree materials would not get upgraded by upgrade project materials. [case 1204189](https://fogbugz.unity3d.com/f/cases/1204189/) ## [7.1.1] - 2019-09-05 ### Upgrade Guide diff --git a/com.unity.render-pipelines.universal/Documentation~/2DRendererData_overview.md b/com.unity.render-pipelines.universal/Documentation~/2DRendererData_overview.md index 8e3d144bae2..fc54fa7bec4 100644 --- a/com.unity.render-pipelines.universal/Documentation~/2DRendererData_overview.md +++ b/com.unity.render-pipelines.universal/Documentation~/2DRendererData_overview.md @@ -1,12 +1,8 @@ # 2D Renderer Data Asset -<<<<<<< Updated upstream -![The 2D Renderer Data Asset property settings](Images/2dRendererData_properties_updated.png) -======= -![The 2D Renderer Data Asset property settings](Images/2D/2dRendererData_properties_updated.png) ->>>>>>> Stashed changes +![The 2D Renderer Data Asset property settings](Images/2D/2dRendererData_properties.png) -The __2D Renderer Data__ Asset contains the settings that affect the way Light is applied to lit Sprites. You can set the way Lights emulate HDR lighting with the [HDR Emulation Scale](HDREmulationScale), or customize your own [Light Blend Styles](LightBlendStyles). +The __2D Renderer Data__ Asset contains the settings that affect the way __2D Lights__ are applied to lit Sprites. You can set the way Lights emulate HDR lighting with the [HDR Emulation Scale](HDREmulationScale), or customize your own [Light Blend Styles](LightBlendStyles). Refer to their respective pages for more information about their properties and options. ## Use Depth/Stencil Buffer diff --git a/com.unity.render-pipelines.universal/Documentation~/EffectList.md b/com.unity.render-pipelines.universal/Documentation~/EffectList.md index 4b0416a0b50..304bdfb6d20 100644 --- a/com.unity.render-pipelines.universal/Documentation~/EffectList.md +++ b/com.unity.render-pipelines.universal/Documentation~/EffectList.md @@ -2,19 +2,17 @@ These are the post-processing effects that are available in the Universal Render Pipeline (URP): - - -* Bloom +* [Bloom](post-processing-bloom.md) * [Channel Mixed](Post-Processing-Channel-Mixer.md) -* Chromatic Aberration +* [Chromatic Aberration](post-processing-chromatic-aberration.md) * [Color Adjustments](Post-Processing-Color-Adjustments.md) * [Color Curves](Post-Processing-Color-Curves.md) -* Depth of Field +* [Depth of Field](post-processing-depth-of-field.md) * [Film Grain](Post-Processing-Film-Grain.md) @@ -28,11 +26,11 @@ These are the post-processing effects that are available in the Universal Render * [Shadows Midtones Highlights](Post-Processing-Shadows-Midtones-Highlights.md) -* [Split Tones](Post-Processing-Split-Tones.md) +* [Split Toning](Post-Processing-Split-Toning.md) -* Tonemapping +* [Tonemapping](post-processing-tonemapping.md) -* Vignette +* [Vignette](post-processing-vignette.md) * [White Balance](Post-Processing-White-Balance.md) diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Bloom.png b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Bloom.png old mode 100755 new mode 100644 index 880518fa7ef..0080d4ce595 --- a/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Bloom.png +++ b/com.unity.render-pipelines.universal/Documentation~/Images/Inspectors/Bloom.png @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:02445fa9869dd72993b08366ab75c2d1b35628f156eda892d25f572f521ca661 -size 13466 +oid sha256:2a93840611aa974d249b8a24cf1aa909a2f2d78dc0ecf0801cb1ee4656cde3a7 +size 11288 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/customizing-urp/deactivate-script-component.png b/com.unity.render-pipelines.universal/Documentation~/Images/customizing-urp/deactivate-script-component.png new file mode 100644 index 00000000000..3b67b3b1e84 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/customizing-urp/deactivate-script-component.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:46d825368be91c6f3f0c2c6897207871a6270730d2aae677a827f583d77fc445 +size 4820 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/customizing-urp/log-message-in-console.png b/com.unity.render-pipelines.universal/Documentation~/Images/customizing-urp/log-message-in-console.png new file mode 100644 index 00000000000..b4721dc36aa --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/customizing-urp/log-message-in-console.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:08f8853ee72302356beb4f0a02061766c556a8de70cf1aabb3dff5fb49cb586b +size 11488 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-basic-hardcoded-color.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-basic-hardcoded-color.png new file mode 100644 index 00000000000..28914487d5b --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-basic-hardcoded-color.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:2c013208b3fe28f3806228990e43f6c6e022e9db7a18b534a6cd586ef7817373 +size 393690 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-color-field-with-scene.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-color-field-with-scene.png new file mode 100644 index 00000000000..2b27f9437e7 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-color-field-with-scene.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:6d7a0b0d8cadc3309c7567cb582f15e040caf2bb6844474fc039236ac4d44126 +size 385588 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-normals-uncompressed.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-normals-uncompressed.png new file mode 100644 index 00000000000..2b51b08c476 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-normals-uncompressed.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:a0024975b322035108655e18fed92a2f084f0cde009a7cfe95c8adbd787e4463 +size 293722 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-normals.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-normals.png new file mode 100644 index 00000000000..a5f3c461870 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-normals.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:085c656bfa85a406c3e5bdd294d7cd2452089c7453be7525cfd36843f54bf322 +size 286974 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-texture-property-in-inspector.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-texture-property-in-inspector.png new file mode 100644 index 00000000000..3c69bd39b03 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-texture-property-in-inspector.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:86b367b56ebd6360d69977dfd5a2701114275e87df8821a22e4f230b999fde23 +size 11846 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-texture-with-scene.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-texture-with-scene.png new file mode 100644 index 00000000000..4f632ec5f4d --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/unlit-shader-tutorial-texture-with-scene.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ad85f6636b2be4654159cd8db5a228c9c9a5f5007e01d30a2b6d81565747d679 +size 453394 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-material-prop-base-color.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-material-prop-base-color.png new file mode 100644 index 00000000000..3496b8cbafc --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-material-prop-base-color.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:dd15564e6e79a7db125a4f3722b3626b6d9a279ea35a2c1fd42be84e2e886be9 +size 8300 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-material-ui-shader-path.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-material-ui-shader-path.png new file mode 100644 index 00000000000..7f3443dc898 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-material-ui-shader-path.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f87a913c97919ae1717c9a6482faee41e87794a6e4add2b27055ac28b0d505c1 +size 16108 diff --git a/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-template-sample-object.png b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-template-sample-object.png new file mode 100644 index 00000000000..15bc20de8da --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/Images/shader-examples/urp-template-sample-object.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:bc6294d13b71aad9b5895561b014d81a809ca47f91f4c70fcfc3f28a9856b4e5 +size 278965 diff --git a/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md b/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md index ce4ec1977bd..c6eec41d5f6 100644 --- a/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md +++ b/com.unity.render-pipelines.universal/Documentation~/InstallURPIntoAProject.md @@ -14,7 +14,7 @@ URP does not currently support custom post-processing effects. If your Project u 2. In the top navigation bar, select __Window > Package Manager__ to open the __Package Manager__ window. 3. Select the __All__ tab. This tab displays the list of available packages for the version of Unity that you are currently running. 4. Select **Universal RP** from the list of packages. -5. In the botoom right corner of the Package Manager window, select __Install__. Unity installs URP directly into your Project. +5. In the bottom right corner of the Package Manager window, select __Install__. Unity installs URP directly into your Project. ## Configuring URP @@ -44,4 +44,4 @@ To add the Universal Render Pipeline Asset to your Graphics settings: ## Upgrading your shaders -If your Project uses Lit Shaders from the Built-in Render Pipeline, you must convert those Shaders to URP Shaders. For information on this, see [Upgrading your Shaders](upgrading-your-shaders.md). \ No newline at end of file +If your project uses the prebuilt [Standard Shader](https://docs.unity3d.com/Manual/shader-StandardShader.html), or custom Unity shaders made for the Built-in Render Pipeline, you must convert them to URP-compatible Unity shaders. For more information on this topic, see [Upgrading your Shaders](upgrading-your-shaders.md). diff --git a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md index 78440022543..0400a087522 100644 --- a/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md +++ b/com.unity.render-pipelines.universal/Documentation~/TableOfContents.md @@ -1,4 +1,5 @@ * [Universal Render Pipeline](index.md) +* [Requirements](requirements) * [Features]() * [Feature Comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md) * [Getting started](InstallingAndConfiguringURP.md) @@ -6,8 +7,14 @@ * [Install URP into an existing Project](InstallURPIntoAProject.md) * [The Universal Render Pipeline Asset](universalrp-asset.md) * [Upgrade guides](upgrade-guides.md) - * [Upgrade to URP 7.2.0](upgrade-guide-7-2-0.md) - * [Upgrade from LWRP to URP](upgrade-lwrp-to-urp.md) + * [Upgrading to URP 9.0.x](upgrade-guide-9-0-x.md) + * [Upgrading to URP 8.2.0](upgrade-guide-8-2-0.md) + * [Upgrading to URP 8.1.0](upgrade-guide-8-1-0.md) + * [Upgrading to URP 8.0.0](upgrade-guide-8-0-0.md) + * [Upgrading to URP 7.4.0](upgrade-guide-7-4-0.md) + * [Upgrading to URP 7.3.0](upgrade-guide-7-3-0.md) + * [Upgrading to URP 7.2.0](upgrade-guide-7-2-0.md) + * [Upgrading from LWRP to URP](upgrade-lwrp-to-urp.md) * [Rendering](rendering-in-universalrp.md) * [Lighting](lighting.md) * [Light component reference](light-component) @@ -55,6 +62,15 @@ * [Particles Unlit](particles-unlit-shader.md) * [Upgrading shaders from Built-in](upgrading-your-shaders.md) * [Shader stripping](shader-stripping.md) + * [Writing custom shaders](writing-custom-shaders-urp.md) + * [Creating a sample scene](writing-shaders-urp-basic-prerequisites.md) + * [URP basic unlit shader](writing-shaders-urp-basic-unlit-structure.md) + * [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) + * [Drawing a texture](writing-shaders-urp-unlit-texture.md) + * [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md) + +* [Customizing URP](customizing-urp.md) + * [beginCameraRendering event](using-begincamerarendering.md) * [2D](2d-index.md) * [Introduction to Lights 2D](Lights-2D-intro.md) @@ -68,7 +84,7 @@ * [HDR emulation scale](HDREmulationScale.md) * [Light Blend Styles](LightBlendStyles.md) - + * [2D Shadows](2DShadows.md) * [2D Renderer and Shader Graph](ShaderGraph.md) * [2D Pixel Perfect](2d-pixelperfect.md) @@ -77,5 +93,3 @@ * [Building for consoles](Building-For-Consoles.md) * [Frequently asked questions (FAQ)](faq.md) - -* [Feature comparison with the Built-in Render Pipeline](universalrp-builtin-feature-comparison.md) \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md index 93038207746..bffacfd2ca0 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-component-reference.md @@ -36,10 +36,10 @@ The Camera Inspector has the following sections when the Camera has its **Render |        _Sensor Size_ |Set the size, in millimeters, of the camera sensor.

Unity sets the **X** and **Y** values automatically when you choose the **Sensor Type**. You can enter custom values if needed.| |                _X_ |The width of the sensor. | |                _Y_ |The height of the sensor. | -|        _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.

You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).

Shift the lens along either axis to make the camera frustum [oblique](ObliqueFrustum). | +|        _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.

You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).

Shift the lens along either axis to make the camera frustum [oblique](https://docs.unity3d.com/Manual/ObliqueFrustum.html). | |                _X_ |The horizontal sensor offset. | |                _Y_ |The vertical sensor offset. | -|        _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).

For further information about resolution gate and film gate, see documentation on [Physical Cameras](PhysicalCameras).| +|        _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).

For further information about resolution gate and film gate, see documentation on [Physical Cameras](https://docs.unity3d.com/Manual/PhysicalCameras.html).| |                _Vertical_ |Fits the resolution gate to the height of the film gate.

If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides.

If the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides.

When you choose this setting, changing the sensor width (**Sensor Size > X property**) has no effect on the rendered image.| |                _Horizontal_ |Fits the resolution gate to the width of the film gate.

If the sensor aspect ratio is larger than the game view aspect ratio, Unity overscans the rendered image on the top and bottom.

If the sensor aspect ratio is smaller than the game view aspect ratio, Unity crops the rendered image on the top and bottom.

When you choose this setting, changing the sensor height (**Sensor Size > Y** property) has no effect on the rendered image.| |                _Fill_ |Fits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.| @@ -118,16 +118,12 @@ A camera stack allows to composite results of several cameras together. The came You can use the stack property add Overlay cameras to the stack and they will render in the order as defined in the stack. For more information on configuring and using Camera Stacks, see [Camera Stacking](camera-stacking.md). -__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. - ## Overlay Camera component reference ![Overlay Camera Inspector](Images/camera-inspector-overlay.png) -__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. - -When you use [Camera Stacking](camera-stacking.md), the [Base Camera](camera-types-and-render-mode.md#base-camera) of a Camera Stack determines most of the properties of the Camera Stack. Because [Overlay Cameras](camera-types-and-render-mode.md#overlay-camera) can only be used as part of a Camera Stack, you can configure only a limited number of settings on an Overlay Camera. Overlay cameras not assigned to a camera stack will skip rendering. +When you use [Camera Stacking](camera-stacking.md), the [Base Camera](camera-types-and-render-type.md#base-camera) of a Camera Stack determines most of the properties of the Camera Stack. Because [Overlay Cameras](camera-types-and-render-type.md#overlay-camera) can only be used as part of a Camera Stack, you can configure only a limited number of settings on an Overlay Camera. Overlay cameras not assigned to a camera stack will skip rendering. The Camera Inspector has the following sections when the Camera has its Render Mode set to Overlay. To read more about a section, click the corresponding link below, or scroll down on the page: @@ -153,10 +149,10 @@ The Camera Inspector has the following sections when the Camera has its Render M |        _Sensor Size_ |Set the size, in millimeters, of the camera sensor.

Unity sets the **X** and **Y** values automatically when you choose the **Sensor Type**. You can enter custom values if needed.| |                _X_ |The width of the sensor. | |                _Y_ |The height of the sensor. | -|        _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.

You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).

Shift the lens along either axis to make the camera frustum [oblique](ObliqueFrustum). | +|        _Lens Shift_ |Shift the lens horizontally or vertically from center. Values are multiples of the sensor size; for example, a shift of 0.5 along the X axis offsets the sensor by half its horizontal size.

You can use lens shifts to correct distortion that occurs when the camera is at an angle to the subject (for example, converging parallel lines).

Shift the lens along either axis to make the camera frustum [oblique](https://docs.unity3d.com/Manual/ObliqueFrustum.html). | |                _X_ |The horizontal sensor offset. | |                _Y_ |The vertical sensor offset. | -|        _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).

For further information about resolution gate and film gate, see documentation on [Physical Cameras](PhysicalCameras).| +|        _Gate Fit_ |Options for changing the size of the **resolution gate** (size/aspect ratio of the game view) relative to the **film gate** (size/aspect ratio of the Physical Camera sensor).

For further information about resolution gate and film gate, see documentation on [Physical Cameras](https://docs.unity3d.com/Manual/PhysicalCameras.html).| |                _Vertical_ |Fits the resolution gate to the height of the film gate.

If the sensor aspect ratio is larger than the game view aspect ratio, Unity crops the rendered image at the sides.

If the sensor aspect ratio is smaller than the game view aspect ratio, Unity overscans the rendered image at the sides.

When you choose this setting, changing the sensor width (**Sensor Size > X property**) has no effect on the rendered image.| |                _Horizontal_ |Fits the resolution gate to the width of the film gate.

If the sensor aspect ratio is larger than the game view aspect ratio, Unity overscans the rendered image on the top and bottom.

If the sensor aspect ratio is smaller than the game view aspect ratio, Unity crops the rendered image on the top and bottom.

When you choose this setting, changing the sensor height (**Sensor Size > Y** property) has no effect on the rendered image.| |                _Fill_ |Fits the resolution gate to either the width or height of the film gate, whichever is smaller. This crops the rendered image.| diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md b/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md index 43e7ee937c7..5cf1a084b2c 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-stacking.md @@ -1,8 +1,6 @@ # Camera Stacking In the Universal Render Pipeline (URP), you use Camera Stacking to layer the output of multiple Cameras and create a single combined output. Camera Stacking allows you to create effects such as a 3D model in a 2D UI, or the cockpit of a vehicle. -__Important note:__ In this version of URP, Camera Stacking is not supported when using the 2D Renderer or when using the VR Multi Pass mode. Support for these will be added in upcoming versions of URP. - ![Camera Stacking in URP](Images/camera-stacking-example.png) A Camera Stack consists of a [Base Camera](camera-types-and-render-type.md#base-camera) and one or more [Overlay Cameras](camera-types-and-render-type.md#overlay-camera). A Camera Stack overrides the output of the Base Camera with the combined output of all the Cameras in the Camera Stack. As such, anything that you can do with the output of a Base Camera, you can do with the output of a Camera Stack. For example, you can render a Camera Stack to a given render target, apply post-process effects, and so on. diff --git a/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md b/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md index c30b2acbf22..39c82e0bbd5 100644 --- a/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md +++ b/com.unity.render-pipelines.universal/Documentation~/camera-types-and-render-type.md @@ -1,15 +1,20 @@ # Render Type + There are two types of Camera in the Universal Render Pipeline (URP): * A [Base Camera](#base-camera) is a general purpose Camera that renders to a render target (a screen, or a [Render Texture](https://docs.unity3d.com/Manual/class-RenderTexture.html)). -* An [Overlay Camera](#overlay-camera) renders on top of another Camera's output. You can combine the output of a Base Camera with the output of one or more Overlay Cameras. This is called [Camera stacking](CameraStacking.md). +* An [Overlay Camera](#overlay-camera) renders on top of another Camera's output. You can combine the output of a Base Camera with the output of one or more Overlay Cameras. This is called [Camera stacking](camera-stacking.md). Use a Camera’s **Render Type** property to make it a Base Camera or an Overlay Camera. To change the type of a Camera in the Unity Editor: + 1. Create or select a Camera in your Scene. + 2. In the Camera Inspector, use the **Render Type** drop-down menu to select a different type of Camera. Select either: + * **Base** to change the Camera to a Base Camera + * **Overlay** to change the Camera to an Overlay Camera ![Render Type in the Camera component Inspector](Images/camera-inspector-render-type.png) @@ -22,7 +27,9 @@ cameraData.renderType = CameraRenderType.Base; ``` + ## Base Camera + Base Camera is the default type of Camera in URP. A Base Camera is a general purpose Camera that renders to a given render target. To render anything in URP, you must have at least one Base Camera in your Scene. You can have multiple Base Cameras in a Scene. You can use a Base Camera on its own, or you can use it in a [Camera stack](camera-stacking.md). For more information on working with multiple Cameras in URP, see [Working with multiple cameras](cameras-multiple.md). @@ -34,7 +41,9 @@ When you have an active Base Camera in your Scene, this icon appears next to the For information on the properties that Unity exposes in the Inspector for a Base Camera, see the [Base Camera component reference](camera-component-reference.md#base-camera). + ## Overlay Camera + An Overlay Camera is a Camera that renders its view on top of another Camera's output. You can use Overlay Cameras to create effects such as 3D objects in a 2D UI, or a cockpit in a vehicle. You must use Overlay Cameras in conjunction with one or more Base Cameras using the [Camera Stacking](camera-stacking.md) system. You cannot use Overlay Cameras on their own. An Overlay Camera that is not part of a Camera Stack does not perform any steps of its render loop, and is known as an orphan Camera. diff --git a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-universalrp.md b/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-universalrp.md deleted file mode 100644 index eb2c3343fec..00000000000 --- a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-universalrp.md +++ /dev/null @@ -1,11 +0,0 @@ -# Using the Universal Render Pipeline in a new Project - -If you want to use the Universal Render Pipeline (URP) in a new Project, you can create a new Project using a [Template](https://docs.unity3d.com/Manual/ProjectTemplates.html). - -To create a URP Project using a Template: - -1. Open Unity. -2. On the Home page, click __New__ to start a new Project. The Templates popup appears. -3. Select the Universal Render Pipeline Template. -4. Click __Create__. Unity creates a new Project for you. The new Project has URP installed and configured, and includes some example content that demonstrates URP's functionality. -5. In the Project window, navigate to the _Assets_ folder, and select the __Readme__ Asset. Unity will show information about the Project in the Inspector window. \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md b/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md index eb2c3343fec..69847989482 100644 --- a/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md +++ b/com.unity.render-pipelines.universal/Documentation~/creating-a-new-project-with-urp.md @@ -4,8 +4,8 @@ If you want to use the Universal Render Pipeline (URP) in a new Project, you can To create a URP Project using a Template: -1. Open Unity. +1. Open the Unity Hub. 2. On the Home page, click __New__ to start a new Project. The Templates popup appears. 3. Select the Universal Render Pipeline Template. 4. Click __Create__. Unity creates a new Project for you. The new Project has URP installed and configured, and includes some example content that demonstrates URP's functionality. -5. In the Project window, navigate to the _Assets_ folder, and select the __Readme__ Asset. Unity will show information about the Project in the Inspector window. \ No newline at end of file +5. In the Project window, navigate to the _Assets_ folder, and select the __Readme__ Asset. Unity will show information about the Project in the Inspector window. diff --git a/com.unity.render-pipelines.universal/Documentation~/customizing-urp.md b/com.unity.render-pipelines.universal/Documentation~/customizing-urp.md new file mode 100644 index 00000000000..887afd90725 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/customizing-urp.md @@ -0,0 +1,7 @@ +# Customizing URP + +This section contains information on how to customize and extend the rendering process in URP. + +This section contains the following articles: + +* [Using the beginCameraRendering event](using-begincamerarendering.md) diff --git a/com.unity.render-pipelines.universal/Documentation~/faq.md b/com.unity.render-pipelines.universal/Documentation~/faq.md index 9e791fb09d2..838a5f8c83e 100644 --- a/com.unity.render-pipelines.universal/Documentation~/faq.md +++ b/com.unity.render-pipelines.universal/Documentation~/faq.md @@ -1,7 +1,7 @@ # Frequently asked questions (FAQ) This section answers some frequently asked questions about the Universal Render Pipeline (URP). These questions come from the [General Graphics](https://forum.unity.com/forums/general-graphics.76/) section on our forums, from the [Unity Discord](https://discord.gg/unity) channel, and from our support teams. -For information about the High Definition Render Pipeline (HDRP), please see the [HDRP documentation](https://github.com/Unity-Technologies/ScriptableRenderPipeline/wiki/High-Definition-Render-Pipeline-overview). +For information about the High Definition Render Pipeline (HDRP), see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html). ## Can I use URP and HDRP at the same time? No. They're both built with the Scriptable Render Pipeline (SRP), but their render paths and light models are different. @@ -70,4 +70,4 @@ By default, URP uses a linear color space while rendering. You can also use a ga ## How do I extend URP with scriptable render pass? -To create a scriptable render pass, you have to create a `ScriptableRendererFeature` script. This is because the scriptable render feature is a container that can have the pass in it. To create the scriptable render feature in the Editor, click on **Asset** > **Create** > **Rendering** > **Universal Render Pipeline** > **Renderer Feature**. \ No newline at end of file +To create a scriptable render pass, you have to create a `ScriptableRendererFeature` script. This is because the scriptable render feature is a container that can have the pass in it. To create the scriptable render feature in the Editor, click on **Asset** > **Create** > **Rendering** > **Universal Render Pipeline** > **Renderer Feature**. diff --git a/com.unity.render-pipelines.universal/Documentation~/index.md b/com.unity.render-pipelines.universal/Documentation~/index.md index f5a9571f0d7..56e7319050e 100644 --- a/com.unity.render-pipelines.universal/Documentation~/index.md +++ b/com.unity.render-pipelines.universal/Documentation~/index.md @@ -4,17 +4,9 @@ The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs. -URP is supported on the following platforms: -* Windows and UWP -* Mac and iOS -* Android -* XBox One -* PlayStation4 -* Nintendo Switch -* WebGL -* All current VR platforms +## Requirements -**Note:** Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see [the Render Pipelines section of the Unity Manual](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html). +For information about requirements and compatibility, see section [Requirements](requirements.md). ## What's new in URP For information on what's new in the latest version of URP, see the [Changelog](../changelog/CHANGELOG.html). @@ -23,4 +15,4 @@ For information on what's new in the latest version of URP, see the [Changelog]( For information on starting a new URP Project from scratch, or about installing URP in an existing Unity Project, see [Getting started](InstallingAndConfiguringURP.md). ## Upgrading -For information on upgrading from a previous version of URP to the current version, or for information about upgrading from the Lightweight Render Pipeline (LWRP) to URP, see [Upgrade guides](upgrade-guides.md). \ No newline at end of file +For information on upgrading from a previous version of URP to the current version, or for information about upgrading from the Lightweight Render Pipeline (LWRP) to URP, see [Upgrade guides](upgrade-guides.md). diff --git a/com.unity.render-pipelines.universal/Documentation~/light-component.md b/com.unity.render-pipelines.universal/Documentation~/light-component.md index d2b53ce9e77..c2ab42b5304 100644 --- a/com.unity.render-pipelines.universal/Documentation~/light-component.md +++ b/com.unity.render-pipelines.universal/Documentation~/light-component.md @@ -16,7 +16,7 @@ This page contains information on Light components in the Universal Render Pipel | __Mode__| Specify the [Light Mode](https://docs.unity3d.com/Manual/LightModes.html) used to determine if and how a light is "baked". Possible modes are __Realtime__, __Mixed__ and __Baked__.| | __Intensity__| Set the brightness of the light. The default value for a __Directional__ light is 0.5. The default value for a __Point__, __Spot__ or __Area__ light is 1. | | __Indirect Multiplier__| Use this value to vary the intensity of indirect light. Indirect light is light that has bounced from one object to another. The __Indirect Multiplier__ defines the brightness of bounced light calculated by the global illumination (GI) system. If you set __Indirect Multiplier__ to a value lower than __1,__ the bounced light becomes dimmer with every bounce. A value higher than __1__ makes light brighter with each bounce. This is useful, for example, when a dark surface in shadow (such as the interior of a cave) needs to be brighter in order to make detail visible. | -| __Shadow Type__| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. See documentation on [Shadows](https://docs.unity3d.com/Manual/ShadowOverview.html) for information on hard and soft shadows. | +| __Shadow Type__| Determine whether this Light casts Hard Shadows, Soft Shadows, or no shadows at all. See the page [Lights](https://docs.unity3d.com/Manual/class-Light.html) for information on hard and soft shadows. | |    Baked Shadow Angle| If __Type__ is set to __Directional__ and __Shadow Type__ is set to __Soft Shadows__, this property adds some artificial softening to the edges of shadows and gives them a more natural look. | |    Baked Shadow Radius| If __Type__ is set to __Point__ or __Spot__ and __Shadow Type__ is set to __Soft Shadows__, this property adds some artificial softening to the edges of shadows and gives them a more natural look. | |    Realtime Shadows| These properties are available when __Shadow Type__ is set to __Hard Shadows__ or __Soft Shadows__. Use these properties to control real-time shadow rendering settings. | @@ -29,4 +29,4 @@ This page contains information on Light components in the Universal Render Pipel |    Auto| The rendering method is determined at run time, depending on the brightness of nearby lights and the current [Quality](https://docs.unity3d.com/Manual/class-QualitySettings.html) settings. | |    Important| The light is always rendered at per-pixel quality. Use __Important__ mode only for the most noticeable visual effects (for example, the headlights of a player’s car). | |    Not Important| The light is always rendered in a faster, vertex/object light mode. | -| __Culling Mask__| Use this to selectively exclude groups of objects from being affected by the Light. For more information, see [Layers](https://docs.unity3d.com/Manual/Layers.html).| \ No newline at end of file +| __Culling Mask__| Use this to selectively exclude groups of objects from being affected by the Light. For more information, see [Layers](https://docs.unity3d.com/Manual/Layers.html).| diff --git a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md index 738b56a57c0..177a5fa5590 100644 --- a/com.unity.render-pipelines.universal/Documentation~/lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/lit-shader.md @@ -47,10 +47,10 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the | Property | Description | | --------------------------- | ------------------------------------------------------------ | | __Base Map__ | Adds color to the surface, also known as the diffuse map. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. | -| __Metallic / Specular Map__ | Shows a map input for your chosen __Workflow Mode__ in the __Surface Options__.
For the [__Metallic Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) workflow, the map gets the color from the __Base Map__ assigned above. Use the slider to control how metallic the surface appears. 1 is fully metallic, like silver or copper, and 0 is fully dielectric, like plastic or wood. You can generally use values in between 0 and 1 for dirty or corroded metals.
For the [__Specular Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html) setting, you can assign a texture to it by clicking the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
For both workflows, you can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness.
Under __Source__, you can control where to sample a smoothness map from.y default, both the metallic and specular workflow uses the Alpha channel of its map for the source. You can also set it to the Base Map Alpha channel. | +| __Metallic / Specular Map__ | Shows a map input for your chosen __Workflow Mode__ in the __Surface Options__.
For the [__Metallic Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterMetallic.html) workflow, the map gets the color from the __Base Map__ assigned above. Use the slider to control how metallic the surface appears. 1 is fully metallic, like silver or copper, and 0 is fully dielectric, like plastic or wood. You can generally use values in between 0 and 1 for dirty or corroded metals.
For the [__Specular Map__](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterSpecular.html) setting, you can assign a texture to it by clicking the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
For both workflows, you can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness.
Use the __Source__ drop-down menu to select where the shader samples a smoothness map from. Options are: __Metallic Alpha__ (alpha channel from the metallic map), and __Albedo Alpha__ (alpha channel from the base map). The default value is __Metallic Alpha__.
If the selected source has the alpha channel, the shader samples the channel and multiplies each sample by the __Smoothness__ value. | | __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html?), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment.
The float value next to the setting is a multiplier for the effect of the __Normal Map__. Low values decrease the effect of the normal map. High values create stronger effects. | | __Occlusion Map__ | Select an [occlusion map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterOcclusionMap.html). This simulates shadows from ambient light and reflection, which makes lighting look more realistic as less light reaches corners and crevices of objects. To select the occlusion map, click the object picker next to it. | -| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | +| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | | __Tiling__ | A 2D multiplier value that scales the Texture to fit across a mesh according to the U and V axes. This is good for surfaces like floors and walls. The default value is 1, which means no scaling. Set a higher value to make the Texture repeat across your mesh. Set a lower value to stretch the Texture. Try different values until you reach your desired effect. | | __Offset__ | The 2D offset that positions the Texture on the mesh. To adjust the position on your mesh, move the Texture across the U or V axes. | diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md index 9d3ad0494bb..412bc220c8a 100644 --- a/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/particles-lit-shader.md @@ -43,7 +43,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the | __Base Map__ | Adds color to the surface. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. The Base Map is also known as a diffuse map. | | __Metallic Map__ | Shows the map input for the metallic highlights and reflections from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html).
You can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between 0 and 1 produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness. | | __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment.
The float value next to the setting is a multiplier for the effect of the __Normal Map__. Low values decrease the effect of the normal map. High values create stronger effects. | -| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | +| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md index 03215d67167..5ae614fe38d 100644 --- a/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/particles-simple-lit-shader.md @@ -43,7 +43,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the | __Base Map__ | Adds color to the surface. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. The Base Map is also known as a diffuse map. | | __Specular Map__ | Controls the color of your specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). To assign a Texture to the __Specular Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
In__ Source__, you can select a Texture in your Project to act as a source for the smoothness. By default, the source is the alpha channel for this Texture.
You can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between 0 and 1 produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness.
**Note:** If this setting appears greyed out, check if __Specular Highlights__ are enabled under the __Advanced__ settings. | | __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment. | -| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | +| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | ### Advanced diff --git a/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md b/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md index 91c52dd7895..a12f0a77053 100644 --- a/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/particles-unlit-shader.md @@ -42,7 +42,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the | -------------- | ------------------------------------------------------------ | | __Base Map__ | Adds color to the surface. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. The Base Map is also known as a diffuse map. | | __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment. | -| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear. To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project. For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color. If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__. If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | +| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear. To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project. For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color. If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__. If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | ### Advanced diff --git a/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md b/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md index cbf7293b840..1743f1242c5 100644 --- a/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md +++ b/com.unity.render-pipelines.universal/Documentation~/post-processing-bloom.md @@ -27,6 +27,7 @@ To add **Bloom** to a Volume: | **Tint** | Use the color picker to select a color for the Bloom effect to tint to. | | **Clamp** | Set the maximum intensity that Unity uses to calculate Bloom. If pixels in your Scene are more intense than this, URP renders them at their current intensity, but uses this intensity value for the purposes of Bloom calculations. The default value is 65472. | | **High Quality Filtering** | Enable this to use high quality sampling. This reduces flickering and improves the overall smoothness, but is more resource-intensive and can affect performance. | +| **Skip Iterations** | The last iterations in the processing sequence might have little contribution to the appearance of the rendered frame. In this setting you define the number of final iterations to skip. Increasing this value reduces processing load and increases performance, especially on mobile devices. The default value is 2. | ### Lens Dirt diff --git a/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md b/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md index 9a050b8d6c5..51b377d20f4 100644 --- a/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md +++ b/com.unity.render-pipelines.universal/Documentation~/rendering-to-the-same-render-target.md @@ -1,6 +1,6 @@ # Rendering from multiple Cameras to the same render target -In the Universal Render Pipeline (URP), multiple [Base Cameras](camera-types-and-render-mode.md#base-camera) or [Camera Stacks](camera-stacking.md) can render to the same render target. This allows you to create effects such as split screen rendering. +In the Universal Render Pipeline (URP), multiple [Base Cameras](camera-types-and-render-type.md#base-camera) or [Camera Stacks](camera-stacking.md) can render to the same render target. This allows you to create effects such as split screen rendering. If more than one Base Camera or Camera Stack renders to the same area of a render target, Unity draws each pixel in the overlapping area multiple times. Unity draws the Base Camera or Camera Stack with the highest priority last, on top of the previously drawn pixels. For more information on overdraw, see [Advanced information](cameras-advanced.md). @@ -28,4 +28,4 @@ You can change the Viewport rect for a Camera in a script by setting its `rect` ``` myUniversalAdditionalCameraData.rect = new Rect(0.5f, 0f, 0.5f, 0f); -``` \ No newline at end of file +``` diff --git a/com.unity.render-pipelines.universal/Documentation~/requirements.md b/com.unity.render-pipelines.universal/Documentation~/requirements.md new file mode 100644 index 00000000000..36d55b03178 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/requirements.md @@ -0,0 +1,27 @@ +# Requirements and compatibility + +This page contains information on system requirements and compatibility of this package. + +## Unity Editor compatibility + +The following table shows the compatibility of URP package versions with different Unity Editor versions. + +| Package version | Minimum Unity version | Maximum Unity version | +|-----------------|-----------------------|-----------------------| +| 10.x.x | 2020.2.0a17 | 2020.2.x | +| 9.x.x | 2020.1.0b6 | 2020.2.x | +| 8.2.x | 2020.1.0b6 | 2020.1.x | +| 8.1.x | 2020.1.0b6 | 2020.1.x | +| 8.0.x | 2020.1.0a23 | 2020.1.x | +| 7.4.x | 2019.3.2f1 | 2019.4.x | +| 7.3.x | 2019.3.2f1 | 2019.4.x | +| 7.2.x | 2019.3.0f6 | 2019.4.x | +| 7.1.8 | 2019.3.0f3 | 2019.4.x | + +## Render pipeline compatibility + +Projects made using URP are not compatible with the High Definition Render Pipeline (HDRP) or the Built-in Render Pipeline. Before you start development, you must decide which render pipeline to use in your Project. For information on choosing a render pipeline, see the [Render Pipelines](https://docs.unity3d.com/2019.3/Documentation/Manual/render-pipelines.html) section of the Unity Manual. + +## Unity Player system requirements + +This package does not add any extra platform-specific requirements. General system requirements for the Unity Player apply. For more information on Unity system requirements, see [System requirements for Unity](https://docs.unity3d.com/Manual/system-requirements.html). diff --git a/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md b/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md index 47fdd8e19d1..eed88d1f180 100644 --- a/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md +++ b/com.unity.render-pipelines.universal/Documentation~/shader-stripping.md @@ -2,7 +2,7 @@ Unity compiles many Shader Variants from a single Shader source file. The number of Shader Variants depends on how many keywords you’ve included in the Shader. In the default Shaders, the Universal Render Pipeline (URP) uses a set of keywords for lighting and shadows. URP can exclude some Shader variants, depending on which features are active in the [URP Asset](universalrp-asset.md). -When you disable [certain features](shader-stripping-keywords.md) in the URP Asset, the pipeline “strips” the related Shader variants from the build. Stripping your Shaders gives you smaller build sizes and shorter build times. This is useful if your project is never going to use certain features or keywords. +When you disable certain features in the URP Asset, the pipeline “strips” the related Shader variants from the build. Stripping your Shaders gives you smaller build sizes and shorter build times. This is useful if your project is never going to use certain features or keywords. For example, you might have a project where you never use shadows for directional lights. Without Shader stripping, Shader variants with directional shadow support remain in the build. If you know you won't use these shadows at all, you can uncheck **Cast Shadows** in the URP Asset for main or additional direction lights. URP then strips these Shader Variants from the build. diff --git a/com.unity.render-pipelines.universal/Documentation~/shader-structure.md b/com.unity.render-pipelines.universal/Documentation~/shader-structure.md new file mode 100644 index 00000000000..ff631187809 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/shader-structure.md @@ -0,0 +1,82 @@ +# Shader structure + +This section provides an overview of a Unity shader structure. + +Unity shader assets are written in a Unity-specific language called [ShaderLab](https://docs.unity3d.com/Manual/SL-Shader.html). + +A URP-compatible ShaderLab file contains some or all of the following blocks: +* [Shader](#shader) +* [Properties](#properties) +* [SubShader](#subshader) +* [Pass](#pass) +* [HLSLPROGRAM](#hlsl) +* [CBUFFER](#cbuffer) + + + +## Shader block + +A ShaderLab file starts with the `Shader` declaration. + +```c++ +Shader "Example/URPUnlitShaderBasic" +``` + +The path in this declaration determines the location of the shader in the Shader menu on a Material. +![location of the shader in the Shader menu on a Material](Images/shader-examples/urp-material-ui-shader-path.png) + + + +## Properties block + +This block contains Shader properties that you can access in the Inspector window on a Material. + +```c++ +Properties +{ + _BaseMap("Texture", 2D) = "white" {} + _BaseColor("Color", Color) = (1, 1, 1, 1) +} +``` + +For more information on the Properties block, see the the page [ShaderLab: Properties](https://docs.unity3d.com/Manual/SL-Properties.html). + + + +## SubShader block + +A ShaderLab file contains one or more SubShader blocks. When rendering a mesh, Unity selects the first SubShader block that is compatible with the GPU on the target device. + +For more information on the SubShader block, see the page [ShaderLab: SubShader](https://docs.unity3d.com/Manual/SL-SubShader.html). + +A SubShader block contains the __Tags__ element and the [__Pass__](#pass) block. + +Tags define when and under which conditions a SubShader block is executed. For more information on Tags, see [ShaderLab: SubShader Tags](https://docs.unity3d.com/Manual/SL-SubShaderTags.html). + + + +## Pass block + +A Pass can contain information about the Pass itself (Pass name, Pass tags, etc.), and the HLSL program code. For more information, see [ShaderLab: Pass](https://docs.unity3d.com/Manual/SL-Pass.html). + + + + +## HLSLPROGRAM block + +This block contains the HLSL program code. + +SRP shaders support only the HLSL language. + + + +## CBUFFER block + +In this block, you declare the variables that must be in the constant buffer. + +### SRP Batcher compatibility + +To ensure that a Shader is SRP Batcher compatible: +* Declare all Material properties in a single CBUFFER called `UnityPerMaterial`. +* Declare all built-in engine properties, such as `unity_ObjectToWorld` or `unity_WorldTransformParams`, in a single CBUFFER called `UnityPerDraw`. + diff --git a/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md b/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md index 26ac79433f6..680532eec18 100644 --- a/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md +++ b/com.unity.render-pipelines.universal/Documentation~/shaders-in-universalrp.md @@ -20,16 +20,22 @@ For [SpeedTree](https://docs.unity3d.com/Manual/SpeedTree.html) Shaders, Unity d **Note:** Unlit Shaders from the Unity built-in render pipeline work in URP. - - ## Choosing a Shader -With the Universal Render Pipeline, you can have real-time lighting wither either Physically Based Shaders (PBS) and non-Physically Based Rendering (PBR). +With the Universal Render Pipeline, you can have real-time lighting with either Physically Based Shaders (PBS) and non-Physically Based Rendering (PBR). -For PBS, use the [Lit Shader](lit-shader.md). You can use it on all platforms. The Shader quality scales, depending on the platform, but keeps physically based rendering on all platforms. This gives you realistic graphics across hardware. The Unity [Standard Shader]() and the [Standard (Specular setup)](https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html) Shaders both map to the Lit Shader in URP. For a list of Shader mappings, see [Shader mappings under Upgradring your Shaders.](upgrading-your-shaders.md#shaderMappings) +For PBS, use the [Lit Shader](lit-shader.md). You can use it on all platforms. The Shader quality scales depending on the platform, but keeps physically based rendering on all platforms. This gives you realistic graphics across hardware. The Unity [Standard Shader](https://docs.unity3d.com/Manual/shader-StandardShader.html) and the [Standard (Specular setup) Shaders](https://docs.unity3d.com/Manual/StandardShaderMetallicVsSpecular.html) both map to the Lit Shader in URP. For a list of Shader mappings, see section [Shader mappings](upgrading-your-shaders.md#built-in-to-urp-shader-mappings). -If you’re targeting less powerful devices, or just would like simpler shading, use the [Simple Lit Shader](simple-lit-shader.md), which is non-PBR. +If you are targeting less powerful devices, or your project has simpler shading, use the [Simple Lit shader](simple-lit-shader.md), which is non-PBR. If you don’t need real-time lighting, or would rather only use [baked lighting](https://docs.unity3d.com/Manual/LightMode-Baked.html) and sample global illumination, choose a Baked Lit Shader. -If you don’t need lighting in on a material at all, you can choose the an Unlit Shader. +If you don’t need lighting on a Material at all, you can choose the Unlit Shader. + +## SRP Batcher compatibility + +To ensure that a Shader is SRP Batcher compatible: +* Declare all Material properties in a single CBUFFER called `UnityPerMaterial`. +* Declare all built-in engine properties, such as `unity_ObjectToWorld` or `unity_WorldTransformParams`, in a single CBUFFER called `UnityPerDraw`. + +For more information on the SRP Batcher, see the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). diff --git a/com.unity.render-pipelines.universal/Documentation~/shading-model.md b/com.unity.render-pipelines.universal/Documentation~/shading-model.md index 7f7bea501e3..0bc07afead0 100644 --- a/com.unity.render-pipelines.universal/Documentation~/shading-model.md +++ b/com.unity.render-pipelines.universal/Documentation~/shading-model.md @@ -18,7 +18,7 @@ _Microgeometry_ - Surfaces have geometry at a microscopic level. Some objects ha When light hits a a rendered object's surface, part of the light is reflected and part is refracted. The reflected light is called _specular reflection_. This varies depending on the camera direction and the point at which the light hits a surface, also called the [angle of incidence](). In this shading model, the shape of specular highlight is approximated with a [GGX function](https://blogs.unity3d.com/2016/01/25/ggx-in-unity-5-3/). -For metal objects, the surface absorbs and changes the light. For non-metallic objects, also called [dialetic]() objects, the surface reflects parts of the light. +For metal objects, the surface absorbs and changes the light. For non-metallic objects, also called [dielectric]() objects, the surface reflects parts of the light. Light attenuation is only affected by the light intensity. This means that you don’t have to increase the range of your light to control the attenuation. @@ -55,4 +55,4 @@ URP comes with some Shaders that are Unlit. This means that they have no directi The following URP Shaders have no lighting: - [Unlit](unlit-shader.md) -- [Particles Unlit](particles-unlit-shader.md) \ No newline at end of file +- [Particles Unlit](particles-unlit-shader.md) diff --git a/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md b/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md index 450f9d2c31e..95689a856c1 100644 --- a/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md +++ b/com.unity.render-pipelines.universal/Documentation~/simple-lit-shader.md @@ -44,7 +44,7 @@ The __Surface Inputs__ describe the surface itself. For example, you can use the | __Base Map__ | Adds color to the surface, also known as the diffuse map. To assign a Texture to the __Base Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the Textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html). The color next to the setting shows the tint on top of your assigned Texture. To assign another tint, you can click this color swatch. If you select __Transparent__ or __Alpha Clipping__ under __Surface Options__, your Material uses the Texture’s alpha channel or color. | | __Specular Map__ | Controls the color of your specular highlights from direct lighting, for example [Directional, Point, and Spot lights](https://docs.unity3d.com/Manual/Lighting.html). To assign a Texture to the __Specular Map__ setting, click the object picker next to it. This opens the Asset Browser, where you can select from the textures in your Project. Alternatively, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html).
In __Source__, you can select a Texture in your Project to act as a source for the smoothness. By default, the source is the Alpha channel for this Texture.
You can use the __Smoothness__ slider to control the spread of highlights on the surface. 0 gives a wide, rough highlight. 1 gives a small, sharp highlight like glass. Values in between produce semi-glossy looks. For example, 0.5 produces a plastic-like glossiness. | | __Normal Map__ | Adds a normal map to the surface. With a [normal map](https://docs.unity3d.com/Manual/StandardShaderMaterialParameterNormalMap.html?), you can add surface details like bumps, scratches and grooves. To add the map, click the object picker next to it. The normal map picks up ambient lighting in the environment. | -| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can choose the color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | +| __Emission__ | Makes the surface look like it emits lights. When enabled, the __Emission Map__ and __Emission Color__ settings appear.
To assign an __Emission Map__, click the object picture next to it. This opens the Asset Browser, where you can select from the textures in your Project.
For __Emission Color__, you can use the [color picker](https://docs.unity3d.com/Manual/EditingValueProperties.html) to assign a tint on top of the color. This can be more than 100% white, which is useful for effects like lava, that shines brighter than white while still being another color.
If you have not assigned an __Emission Map__, the __Emission__ setting only uses the tint you’ve assigned in __Emission Color__.
If you do not enable __Emission__, URP sets the emission to black and does not calculate emission. | | __Tiling__ | A 2D multiplier value that scales the Texture to fit across a mesh according to the U and V axes. This is good for surfaces like floors and walls. The default value is 1, which means no scaling. Set a higher value to make the Texture repeat across your mesh. Set a lower value to stretch the Texture. Try different values until you reach your desired effect. | | __Offset__ | The 2D offset that positions the Texture on the mesh. To adjust the position on your mesh, move the Texture across the U or V axes. | diff --git a/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md b/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md index 1b704512706..25a13613930 100644 --- a/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md +++ b/com.unity.render-pipelines.universal/Documentation~/universalrp-asset.md @@ -16,6 +16,7 @@ In the URP, you can configure settings for: - [__Shadows__](#shadows) - [__Post-processing__](#post-processing) - [__Advanced__](#advanced) +- [__Adaptive Performance__](#adaptive-performance) @@ -48,9 +49,10 @@ These settings control the quality level of the URP. This is where you can make ### Lighting + These settings affect the lights in your Scene. -If you disable some of these settings, the relevant [keywords](shader-stripping-keywords.md) are [stripped from the Shader variables](shading-model.md#shaderStripping). If there are certain settings that you know for certain you won’t use in your game or app, you can disable them to improve performance and reduce build time. +If you disable some of these settings, the relevant [keywords](shader-stripping.md) are [stripped from the Shader variables](shading-model.md#shaderStripping). If there are settings that you know for certain you won’t use in your game or app, you can disable them to improve performance and reduce build time. | Property | Description | | --------------------- | ------------------------------------------------------------ | @@ -100,3 +102,13 @@ This section allows you to fine-tune less commonly changed settings, which impac | __Mixed Lighting__ | Enable [Mixed Lighting](https://docs.unity3d.com/Manual/LightMode-Mixed.html), to tell the pipeline to include mixed lighting shader variants in the build. | | __Debug Level__ | Set the level of debug information that the render pipeline generates. The values are:
**Disabled**: Debugging is disabled. This is the default.
**Profiling**: Makes the render pipeline provide detailed information tags, which you can see in the FrameDebugger. | | __Shader Variant Log Level__ | Set the level of information about Shader Stripping and Shader Variants you want to display when Unity finishes a build. Values are:
**Disabled**: Unity doesn’t log anything.
**Only Universal**: Unity logs information for all of the [URP Shaders](shaders-in-universalrp.md).
**All**: Unity logs information for all Shaders in your build.
You can see the information in Console panel when your build has finished. | + + + +### Adaptive Performance + +This section appears if Adaptive Performance package is installed. It allows to change settings how Adaptive performance and render pipeline interact. + +| __Property__ | __Description__ | +| ----------------------- | ------------------------------------------------------------ | +| __Use adaptive performance__ | Allows Adaptive Performance to adjust rendering quality during runtime. | diff --git a/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md b/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md index 002a63f298d..cd538608be3 100644 --- a/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md +++ b/com.unity.render-pipelines.universal/Documentation~/universalrp-builtin-feature-comparison.md @@ -8,7 +8,8 @@ This table provides an overview of the current features supported in the Univers | Feature | Built-in Render Pipeline
Unity 2019.3 | Universal Render Pipeline | | ------------------------------------------------------------ | ------------------------------------------------------------ | ------------------------------------------------------------ | | ***Camera*** | | | -| HDR | Yes | Yes | +| HDR rendering | Yes | Yes | +| HDR output | Yes | In research | | MSAA | Yes | Yes | | Physical Camera | Yes | Yes | | Dynamic Resolution | Yes | Yes | @@ -33,9 +34,9 @@ This table provides an overview of the current features supported in the Univers | Inner Spot Angle | Not supported | Yes | | Shading | Multiple Passes | Single Pass | | *Culling*
Per-Object
Per-Layer |
Yes
Yes |
Yes
Yes | -| *Light Limits*
Main Directional Light
Per Object
Per Camera |
1
Unlimited
Unlimited |
1
8 (4 for GLES2). Can be point, spot, and directional Lights.
256 (32 on mobile platforms) | +| *Light Limits*
Main Directional Light
Per Object

Per Camera |
1
Unlimited

Unlimited |
1
8 (4 for GLES2). Can be point, spot, and directional Lights.
256 (16 for GLES 3.0 or lower, 32 on other mobile platforms) | | Attenuation | Legacy | InverseSquared | -| Vertex LIghts | Yes | Yes | +| Vertex Lights | Yes | Yes | | SH Lights | Yes | In research | | ***Realtime Shadows*** | | | | *Light Types*
Directional
Spot
Point
Area |
Yes
Yes
Yes
Not supported |
Yes - only 1
Yes
In research
Not supported | @@ -137,7 +138,7 @@ This table provides an overview of the current features supported in the Univers | ***Particles*** | | | | VFX Graph (GPU) | Not supported | Yes | | Particles System (CPU) | Yes | Yes | -| *Shaders*
Physically Based
Simple LIghting (Blinn Phong)
Unlit |
Yes
Yes
Yes |
Yes ([Particles Lit](particles-lit-shader.md))
Yes ([Particles Simple Lit](particles-simple-lit-shader.md))
Yes ([Particles Unlit](particles-unlit-shader.md)) | +| *Shaders*
Physically Based
Simple Lighting (Blinn Phong)
Unlit |
Yes
Yes
Yes |
Yes ([Particles Lit](particles-lit-shader.md))
Yes ([Particles Simple Lit](particles-simple-lit-shader.md))
Yes ([Particles Unlit](particles-unlit-shader.md)) | | Soft Particles | Yes | Yes | | Distortion | Yes | Yes | | Flipbook Blending | Yes | Yes | @@ -159,10 +160,10 @@ This table provides an overview of the current features supported in the Univers | World Space | Yes | Yes | | Text Mesh Pro | Yes | Yes | | ***VR*** | | | -| Mutipass | Yes | In research | +| Multipass | Yes | Yes | | Single Pass | Yes | Yes | | Single Pass Instanced | Yes | Yes | -| *Post-processing*
Oculus Rift
Oculus Quest
Oculus Go
Gear VR
PSVR
HoloLens
WMR
Magic Leap One|
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes | +| *Post-processing*
Oculus Rift
Oculus Quest
Oculus Go
Gear VR
PSVR
HoloLens
WMR
Magic Leap One
OpenVR|
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes |
Yes
Yes
Yes
Yes
Yes
Yes
Yes
Yes
No | | ***AR*** | | | | AR Foundation | No | Yes | | ***Debug*** | | | diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md index ecd8cc00816..7cad991c061 100644 --- a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-2-0.md @@ -9,16 +9,16 @@ To build a Project for the **PlayStation 4** or **Xbox One**, you need to instal For more information, see the documentation on [Building for Consoles](Building-For-Consoles.md). ## Require Depth Texture -In previous versions of URP, if post-processing was enabled it would cause the pipeilne to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases. +In previous versions of URP, if post-processing was enabled it would cause the pipeline to always require depth. We have improved the post-processing integration to only require depth from the pipeline when Depth of Field, Motion Blur or SMAA effects are enabled. This improves performance in many cases. Because Cameras that use post-processing no longer require depth by default, you must now manually indicate that Cameras require depth if you are using it for other effects, such as soft particles. To make all Cameras require depth, enable the the `Depth Texture` option in the [Pipeline Asset](universalrp-asset.md). To make an individual Camera require depth, set `Depth Texture` option to `On` in the [Camera Inspector](camera-component-reference.md). ## Sampling shadows from the Main Light -In previous versions of URP, if shadow cascades were enabled for the main Light, shadows would be resolved in a screen space pass. The pipeline now always resolves shadows while rendering opaques or transparent objects. This allows for consistency and solved many issues regarding shadows. +In previous versions of URP, if shadow cascades were enabled for the main Light, shadows would be resolved in a screen space pass. The pipeline now always resolves shadows while rendering opaque or transparent objects. This allows for consistency and solved many issues regarding shadows. -If have custom hlsl shaders and sample `_ScreenSpaceShadowmapTexture` texture, you must upgrade them to sample shadows by using the `GetMainLight` function instead. +If have custom HLSL shaders and sample `_ScreenSpaceShadowmapTexture` texture, you must upgrade them to sample shadows by using the `GetMainLight` function instead. For example: @@ -38,4 +38,4 @@ You must also define the following in your .shader file to make sure your custom ``` ## Transparent receiving shadows -Transparent objects can now receive shadows when using shadow cascades. You can also optionally disable shadow receiving for transparent to improve performance. To do so, disable `Transparent Receive Shadows` in the Forward Renderer asset. \ No newline at end of file +Transparent objects can now receive shadows when using shadow cascades. You can also optionally disable shadow receiving for transparent to improve performance. To do so, disable `Transparent Receive Shadows` in the Forward Renderer asset. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-3-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-3-0.md new file mode 100644 index 00000000000..5c6ebb7e848 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-3-0.md @@ -0,0 +1,13 @@ +# Upgrading to version 7.3.0 of the Universal Render Pipeline + +This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 7.3.0. + +## Upgrading from URP 7.2.x + +1. URP 7.3.0 does not have breaking changes compared with URP 7.2.x. To upgrade URP to version 7.3.0, install the new version of the package. + +## Upgrading from URP 7.0.x-7.1.x + +1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0). + +2. Perform the procedure **Upgrading from URP 7.2.x**. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-4-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-4-0.md new file mode 100644 index 00000000000..0eff9df8296 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-7-4-0.md @@ -0,0 +1,13 @@ +# Upgrading to version 7.4.0 of the Universal Render Pipeline + +This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 7.4.0. + +## Upgrading from URP 7.2.x and later + +1. URP 7.4.0 does not have breaking changes compared with URP 7.2.x and later. To upgrade URP to version 7.4.0, install the new version of the package. + +## Upgrading from URP 7.0.x-7.1.x + +1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0). + +2. Perform the procedure **Upgrading from URP 7.2.x**. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-0-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-0-0.md new file mode 100644 index 00000000000..801e81aff71 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-0-0.md @@ -0,0 +1,13 @@ +# Upgrading to version 8.0.0 of the Universal Render Pipeline + +This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 8.0.0. + +## Upgrading from URP 7.2.x and later + +1. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use this package first. + +## Upgrading from URP 7.0.x-7.1.x + +1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0). + +2. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use this package first. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-1-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-1-0.md new file mode 100644 index 00000000000..9fd7374f299 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-1-0.md @@ -0,0 +1,17 @@ +# Upgrading to version 8.1.x of the Universal Render Pipeline + +This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 8.1.x. + +## Upgrading from URP 8.0.x + +1. URP 8.1.x does not have breaking changes compared with URP 8.0.x. To upgrade URP to version 8.1.x, install the new version of the package. + +## Upgrading from URP 7.2.x and later 7.x releases + +1. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use this package first. + +## Upgrading from URP 7.0.x-7.1.x + +1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0). + +2. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use this package first. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-2-0.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-2-0.md new file mode 100644 index 00000000000..88bc755a8ab --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-8-2-0.md @@ -0,0 +1,17 @@ +# Upgrading to version 8.2.x of the Universal Render Pipeline + +This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 8.2.x. + +## Upgrading from URP 8.0.x-8.1.x + +1. URP 8.2.x does not have breaking changes compared with URP 8.0.x. To upgrade URP to version 8.2.x, install the new version of the package. + +## Upgrading from URP 7.2.x and later 7.x releases + +1. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use this package first. + +## Upgrading from URP 7.0.x-7.1.x + +1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0). + +2. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use this package first. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-9-0-x.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-9-0-x.md new file mode 100644 index 00000000000..921048735ca --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guide-9-0-x.md @@ -0,0 +1,17 @@ +# Upgrading to version 9.0.x of the Universal Render Pipeline + +This page describes how to upgrade from an older version of the Universal Render Pipeline (URP) to version 9.0.x. + +## Upgrading from URP 8.0.x and later 8.x releases + +1. URP 9.0.x does not have breaking changes compared with URP 8.x.x. To upgrade URP to version 9.0.x, install the new version of the package. + +## Upgrading from URP 7.2.x and later 7.x releases + +1. URP 9.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use that package first. + +## Upgrading from URP 7.0.x-7.1.x + +1. Upgrade to URP 7.2.0 first. Refer to [Upgrading to version 7.2.0 of the Universal Render Pipeline](upgrade-guide-7-2-0). + +2. URP 8.x.x does not support the package Post-Processing Stack v2. If your Project uses the package Post-Processing Stack v2, migrate the effects that use that package first. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md index f9b711ff512..4a6bff5f55e 100644 --- a/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-guides.md @@ -1,6 +1,11 @@ # Upgrade guides -In this section, you will find information about upgrading from an older version of the Universal Render Pipeline (URP) to a more recent version, and about upgrading from the Lightweight Render Pipeline (LWRP) to URP. +This section contains information about upgrading from an older version of the Universal Render Pipeline (URP) to a more recent version, and about upgrading from the Lightweight Render Pipeline (LWRP) to URP. +* [Upgrading to URP 9.0.x](upgrade-guide-9-0-x.md) +* [Upgrading to URP 8.1.0](upgrade-guide-8-1-0.md) +* [Upgrading to URP 8.0.0](upgrade-guide-8-0-0.md) +* [Upgrading to URP 7.4.0](upgrade-guide-7-4-0.md) +* [Upgrading to URP 7.3.0](upgrade-guide-7-3-0.md) * [Upgrading to URP 7.2.0](upgrade-guide-7-2-0.md) -* [Upgrading from LWRP to URP](upgrade-lwrp-to-urp.md) \ No newline at end of file +* [Upgrading from LWRP to URP](upgrade-lwrp-to-urp.md) diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md index 812cd0e3d98..f3160c5fd17 100644 --- a/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md +++ b/com.unity.render-pipelines.universal/Documentation~/upgrade-lwrp-to-urp.md @@ -4,7 +4,7 @@ The Universal Render Pipeline (URP) replaces the Lightweight Render Pipeline (LW Unity upgrades some things automatically, and you must make some manual changes. Follow the steps in this guide to transition from using LWRP to using URP. ## Before upgrading -### Update Assembly Definition Asssets +### Update Assembly Definition Assets URP uses GUIDs instead of Assembly Definition string names. If you are using Assembly Definition Assets (ASMDefs) in your Project, you should ensure that **Use GUIDs** is enabled on each of them. Unity upgrades any existing string references to LWRP automatically as part of the upgrade process, but it is best practice to use GUIDs on your Assembly Definition Assets for future proofing. @@ -59,7 +59,7 @@ In the .cs files in your Project, find and replace references to the LWRP namesp ## Upgrading post-processing effects -URP supports both [Post Processing Version 2 (PPV2) and its own integrated post-processing solution](integration-with-post-processing.md). If you have the Post Processing Version 2 package installed in your Project and you want to use URP's integrated post-processing solution, you need to delete the Post Processing Version 2 package before you install URP into your Project. When you have installed URP, you can then recreate your post-processing effects. +URP version 7.x supports both [Post Processing Stack v2 (PPv2) and its own integrated post-processing solution](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@7.4/manual/integration-with-post-processing.html). If you have the Post Processing Version 2 package installed in your Project and you want to use URP's integrated post-processing solution, you need to delete the Post Processing Stack v2 package before you install URP into your Project. When you have installed URP, you can then recreate your post-processing effects. Upgrading post-processing effects from LWRP to URP is a manual process. You must manually recreate each Post-Processing Profile in your Project, using URP's post-processing implementation. @@ -78,18 +78,22 @@ To install URP as a dependency of the Project: * Open the Project Manifest file using a text editor. * At the top of the dependencies section, add the following entry: -`com.unity.render-pipelines.universal`: `[Version number you noted earlier]`, +```json +"com.unity.render-pipelines.universal": "[Version number you noted earlier]" +``` So, for example, if the version of URP was 7.1.1, your dependencies section would look like this: -`dependencies`: { - `com.unity.render-pipelines.universal`: `7.1.1`, - … -}, +```json +"dependencies": { + "com.unity.render-pipelines.universal": "7.1.1", + ... +} +``` This marks the version of URP that you have installed as a dependency of the Project. You can now safely remove LWRP. * Open your Project in Unity. * Open the Package Manager Window. * Locate **Lightweight RP** and select it. -* In the bottom right of the Package Manager window, click Remove. Unity completely removes the LWRP package from the Project. \ No newline at end of file +* In the bottom right of the Package Manager window, click Remove. Unity completely removes the LWRP package from the Project. diff --git a/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md b/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md index 3b5e81614a6..ec1c4624b27 100644 --- a/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md +++ b/com.unity.render-pipelines.universal/Documentation~/upgrading-your-shaders.md @@ -1,6 +1,6 @@ # Upgrading your Shaders -If your Project uses shaders from the built-in render pipeline, and you want to [switch your Project to use the Universal Render Pipeline instead](installing-universalrp-into-an-existing-project), you must convert those Shaders to the URP Shaders. This is because built-in Lit shaders are not compatible with URP Shaders. For an overview of the mapping between built-in shaders and URP Shaders, see [Shader mappings](#shader-mappings). +If your Project uses shaders from the built-in render pipeline, and you want to [switch your Project to use the Universal Render Pipeline instead](InstallURPIntoAProject.md), you must convert those Shaders to the URP Shaders. This is because built-in Lit shaders are not compatible with URP Shaders. For an overview of the mapping between built-in shaders and URP Shaders, see [Shader mappings](#shader-mappings). To upgrade built-in Shaders: @@ -13,6 +13,8 @@ To upgrade built-in Shaders: For [SpeedTree](https://docs.unity3d.com/Manual/SpeedTree.html) Shaders, Unity does not re-generate Materials when you re-import them, unless you click the **Generate Materials** or **Apply & Generate Materials** button. + + ## Shader mappings The table below shows which URP shaders the Unity built-in shaders convert to when you run the shader upgrader. @@ -44,4 +46,4 @@ The table below shows which URP shaders the Unity built-in shaders convert to wh | Legacy Shaders/Transparent/Cutout/Diffuse | Universal Render Pipeline/Simple Lit | | Legacy Shaders/Transparent/Cutout/Specular | Universal Render Pipeline/Simple Lit | | Legacy Shaders/Transparent/Cutout/Bumped Diffuse | Universal Render Pipeline/Simple Lit | -| Legacy Shaders/Transparent/Cutout/Bumped Specular | Universal Render Pipeline/Simple Lit | \ No newline at end of file +| Legacy Shaders/Transparent/Cutout/Bumped Specular | Universal Render Pipeline/Simple Lit | diff --git a/com.unity.render-pipelines.universal/Documentation~/urp-shader-examples.md b/com.unity.render-pipelines.universal/Documentation~/urp-shader-examples.md new file mode 100644 index 00000000000..9a2ac213ecc --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/urp-shader-examples.md @@ -0,0 +1,581 @@ +# URP unlit shader examples + +This section contains URP-compatible shader examples that help you to get started with writing shaders for URP. + +The section contains the following topics: + +* [Creating a sample scene](#prerequisites) +* [URP basic shader](#urp-unlit-basic-shader) +* [URP unlit shader with color input](#urp-unlit-color-shader) +* [Visualizing normal vectors](#urp-unlit-normals-shader) +* [Drawing a texture](#urp-unlit-normals-shader) + +Each example covers some extra information compared to the basic shader example, and contains the explanation of that information. + + + +## Creating a sample scene + +To follow the examples in this section: + +1. Create a new project using the [__Universal Project Template__](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.0/manual/creating-a-new-project-with-urp.html). + +2. In the sample Scene, create a GameObject to test the shaders on, for example, a capsule. + ![Sample GameObject](Images/shader-examples/urp-template-sample-object.jpg) + +3. Create a new Material and assign it to the capsule. + +4. Create a new Shader asset and assign it to the Material of the capsule. When following an example, replace the code in the Shader asset with the code in the example. + + + +## URP unlit basic shader + +This example shows a basic URP-compatible shader. This shader fills the mesh shape with a color predefined in the shader code. + +To see the shader in action, copy and paste the following ShadeLab code into the Shader asset. + +```c++ +// This shader fills the mesh shape with a color predefined in the code. +Shader "Example/URPUnlitShaderBasic" +{ + // The properties block of the shader. In this example this block is empty since + // the output color is predefined in the fragment shader code. + Properties + { } + + // The SubShader block containing the Shader code. + SubShader + { + // Tags define when and under which conditions a SubShader block or a pass + // is executed. + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" } + + Pass + { + // The HLSL code block. Unity SRP uses the HLSL language. + HLSLPROGRAM + // This line defines the name of the vertex shader. + #pragma vertex vert + // This line defines the name of the fragment shader. + #pragma fragment frag + + // The Core.hlsl file contains definitions of frequently used HLSL macros and + // functions, and also contains #include references to other HLSL files + // (for example, Common.hlsl, SpaceTransforms.hlsl, etc.). + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + // The structure definition defines which variables it contains. + // This example uses the Attributes structure as an input structure in the + // vertex shader. + struct Attributes + { + // The positionOS variable contains the vertex positions. + float4 positionOS : POSITION; + }; + + struct Varyings + { + // The positions in this struct must have the SV_POSITION semantic. + float4 positionHCS : SV_POSITION; + }; + + // The vertex shader definition with paroperties defined in the Varyings + // structure. The type of the vert function must match the type (struct) that it + // returns. + Varyings vert(Attributes IN) + { + // Declaring the output object (OUT) with the Varyings struct. + Varyings OUT; + // The TransformObjectToHClip function transforms vertex positions from + // object space to homogenous space + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + // Returning the output. + return OUT; + } + + // The fragment shader definition. + half4 frag() : SV_Target + { + // Defining the color variable and returning it. + half4 customColor; + customColor = half4(0.5, 0, 0, 1); + return customColor; + } + ENDHLSL + } + } +} +``` + +The shader paints the GameObject dark red. + +![The shader paints the GameObject dark red](Images/shader-examples/unlit-shader-tutorial-basic-hardcoded-color.jpg) + +The following sections introduce you to the structure of this basic shader. + +The shader in this example has the following blocks: + +* [Shader](#shader) +* [Properties](#properties) +* [SubShader](#subshader) +* [Pass](#pass) +* [HLSLPROGRAM](#hlsl) + + + +### Shader block + +Unity shader assets are written in a Unity-specific language called [ShaderLab](https://docs.unity3d.com/Manual/SL-Shader.html). + +A ShaderLab file starts with the `Shader` declaration. + +```c++ +Shader "Example/URPUnlitShaderBasic" +``` + +The path in this declaration determines the location of the shader in the Shader menu on a Material. + +![location of the shader in the Shader menu on a Material](Images/shader-examples/urp-material-ui-shader-path.png) + + + +### Properties block + +The [Properties](https://docs.unity3d.com/Manual/SL-Properties.html) block contains the declarations of properties that users can set in the Inspector window on a Material. + +In this example, the Properties block is empty, since this shader does not expose any Material properties that a user can define. TODO:reference to Color. + +### SubShader block + +A ShaderLab file contains one or more [SubShader](https://docs.unity3d.com/Manual/SL-SubShader.html) blocks. When rendering a mesh, Unity selects the first SubShader block that is compatible with the GPU on the target device. + +A SubShader block contains the __Tags__ element. + +``` +Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" } +``` + +The `RenderPipeline` tag in this Shader instructs Unity to use this SubShader block only when the project is using the Universal Render Pipeline. + +For more information on Tags, see [ShaderLab: SubShader Tags](https://docs.unity3d.com/Manual/SL-SubShaderTags.html). + +### Pass block + +In this example, there is one Pass block that contains the HLSL program code. For more information on Pass blocks, see [ShaderLab: Pass](https://docs.unity3d.com/Manual/SL-Pass.html). + +### HLSLPROGRAM block + +This block contains the HLSL program code. + +> **NOTE**: SRP shaders support only the HLSL language. + +This block contains the `#include` declaration with the reference to the `Core.hlsl` file. + +```c++ +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +``` + +The `Core.hlsl` file contains definitions of frequently used HLSL macros and functions, and also contains #include references to other HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.). + +For example the vertex shader in the HLSL program uses the `TransformObjectToHClip` function from the `SpaceTransforms.hlsl` file. The function transforms vertex positions from object space to homogenous space: + +```c++ +Varyings vert(Attributes IN) +{ + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + return OUT; +} +``` + +The fragment shader in this basic HLSL program outputs the single color predefined in the code: + +```c++ +half4 frag() : SV_Target +{ + half4 customColor; + customColor = half4(0.5, 0, 0, 1); + return customColor; +} +``` + +Section [URP unlit shader with color input](#urp-unlit-color-shader) shows how to add the editable color property in the Inspector window on the Material. + + + +## URP unlit shader with color input + +The shader in this example adds the __Base Color__ property to the Material. You can select the color using that property and the shader fills the mesh shape with the color. + +Use the ShaderLab code from section [URP unlit basic shader](#urp-unlit-basic-shader) and make the following changes to it: + +1. Add the `_BaseColor` property definition to the Properties block: + + ```c++ + Properties + { + _BaseColor("Base Color", Color) = (1, 1, 1, 1) + } + ``` + + This declaration adds the `_BaseColor` property with the label __Base Color__ to the Material: + + ![Base Color property on a Material](Images/shader-examples/urp-material-prop-base-color.png) + + The `_BaseColor` property name is a reserved name. When you declare a property with this name, Unity uses this property as the [main color](https://docs.unity3d.com/ScriptReference/Material-color.html) of the Material. + +2. After declaring a property in the Properties block, it's necessary to declare it in the HLSL program block. + + > __NOTE__: To ensure that the shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. + + Add the following code before the vertex shader: + + ```c++ + CBUFFER_START(UnityPerMaterial) + half4 _BaseColor; + CBUFFER_END + ``` + +3. Change the code in the fragment shader so that it returns the `_BaseColor` property. + + ```c++ + half4 frag() : SV_Target + { + return _BaseColor; + } + ``` + +Now you can select the color in the Base Color field in the Inspector window and the shader fills the mesh with that color. + +![Base Color field on a Material](Images/shader-examples/unlit-shader-tutorial-color-field-with-scene.jpg) + +Below is the complete ShaderLab code for this example. + +```c++ +// This shader fills the mesh shape with a color that a user can change using the Inspector window on a Material. +Shader "Example/URPUnlitShaderColor" +{ + // The _BaseColor variable is visible as a field called Base Color in the Inspector window on a Material. + // This variable has the default value, and you can select a custom color using the Base Color field. + Properties + { + _BaseColor("Base Color", Color) = (1, 1, 1, 1) + } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + }; + + // To make the shader SRP Batcher compatible, declare all properties related to a Material + // in a a single CBUFFER block with the name UnityPerMaterial. + CBUFFER_START(UnityPerMaterial) + // The following line declares the _BaseColor variable, so that you can use it in the fragment shader. + half4 _BaseColor; + CBUFFER_END + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + return OUT; + } + + half4 frag() : SV_Target + { + // Returning the _BaseColor value. + return _BaseColor; + } + ENDHLSL + } + } +} +``` + +Section [Drawing a texture](#urp-unlit-texture-shader) shows how to draw a texture on the mesh. + + + +## Drawing a texture + +The shader in this example draws a texture on the mesh. + +Use the ShaderLab code from section [URP unlit shader with color input](#urp-unlit-color-shader) and make the following changes to it: + +1. In the Properties block, replace the existing code with the `_BaseMap` property definition. + + ```c++ + Properties + { + _BaseMap("Base Map", 2D) = "white" + } + ``` + + This declaration adds the `_BaseMap` property with the label __Base Map__ to the Material. + + The `_BaseMap` property name is a reserved name. When you declare a property with this name, Unity uses this property as the [main texture](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) of the Material. + +2. In `struct Attributes` and `struct Varyings`, add the `uv` variable for the UV coordinates on the texture: + + ```c++ + float2 uv : TEXCOORD0; + ``` + +3. Define the texture as a 2D texture and specify a sampler for it. Add the following lines before the CBUFFER block: + + ```c++ + TEXTURE2D(_BaseMap); + SAMPLER(sampler_BaseMap); + ``` + + The TEXTURE2D and the SAMPLER macros are defined in one of the files referenced in `Core.hlsl`. + +4. When you declare a texture property in the Properties block, Unity adds the Tiling and Offset controls to that property in the Inspector. For tiling and offset to work, it's necessary to declare the texture property with the `_ST` suffix in the 'CBUFFER' block. The `_ST` suffix is necessary because some macros (for example, `TRANSFORM_TEX`) use it. + + > __NOTE__: To ensure that the shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. + + ```c++ + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + CBUFFER_END + ``` + +5. To apply the tiling and offset transformation, add the following line in the vertex shader: + + ```c++ + OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); + ``` + + The `TRANSFORM_TEX` macro is defined in the `Macros.hlsl` file. The `#include` declaration contains a reference to that file. + +6. In the fragment shader, use the `SAMPLE_TEXTURE2D` macro to sample the texture: + + ```c++ + half4 frag(Varyings IN) : SV_Target + { + half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); + return color; + } + ``` + +Now you can select a texture in the __Base Map__ field in the Inspector window and the shader draws that texture on the mesh. + +![Base Map texture on a Material](Images/shader-examples/unlit-shader-tutorial-texture-with-scene.jpg) + +Below is the complete ShaderLab code for this example. + +```c++ +// This shader draws a texture on the mesh. +Shader "Example/URPUnlitShaderTexture" +{ + // The _BaseMap variable is visible as a field called Base Map in the Inspector window on a Material. + Properties + { + _BaseMap("Base Map", 2D) = "white" + } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + // The uv variable contains the UV coordinate on the texture for the given + // vertex. + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + // The uv variable contains the UV coordinate on the texture for the given + // vertex. + float2 uv : TEXCOORD0; + }; + + // This macro declares _BaseMap as a Texture2D object. + TEXTURE2D(_BaseMap); + // This macro declares the sampler for the _BaseMap texture. + SAMPLER(sampler_BaseMap); + + CBUFFER_START(UnityPerMaterial) + // The following line declares the _BaseMap_ST variable, so that you can use + // the _BaseMap variable in the fragment shader. + // The _ST suffix is necessary for the tiling and offset function to work. + float4 _BaseMap_ST; + CBUFFER_END + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + // The TRANSFORM_TEX macro performs the tiling and offset transformation. + OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); + return OUT; + } + + half4 frag(Varyings IN) : SV_Target + { + // The SAMPLE_TEXTURE2D marco samples the texture with the given sampler. + half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); + return color; + } + ENDHLSL + } + } +} +``` + +Section [Visualizing normal vectors](#urp-unlit-normals-shader) shows how to visualize normal vectors on the mesh. + + + +## Visualizing normal vectors + +The shader in this example visualizes the normal vector values on the mesh. + +Use the ShaderLab code from section [URP unlit basic shader](#urp-unlit-basic-shader) and make the following changes to it: + +1. In `struct Attributes`, which is the input structure for the vertex shader in this example, declare the variable containing the normal vector for each vertex. + + ```c++ + struct Attributes + { + float4 positionOS : POSITION; + // Declaring the variable containing the normal vector for each vertex. + half3 normal : NORMAL; + }; + ``` + +2. In `struct Varyings`, which is the input structure for the fragment shader in this example, declare the variable for storing the normal vector values for each fragment: + + ```c++ + struct Varyings + { + float4 positionHCS : SV_POSITION; + // The variable for storing the normal vector values. + half3 normal : TEXCOORD0; + }; + ``` + + This example uses the three components of the normal vector as RGB color values for each fragment. + +3. To render the normal vector values on the mesh, use the following code as the fragment shader: + + ```c++ + half4 frag(Varyings IN) : SV_Target + { + half4 color = 0; + color.rgb = IN.normal; + return color; + } + ``` + +4. Unity renders the normal vector values on the mesh: + + ![Rendering normals without compression](Images/shader-examples/unlit-shader-tutorial-normals-uncompressed.jpg) + + A part of the capsule is black. This is because in those points all three components of the normal vector are negative. The next step shows how to render values in those areas as well. + +5. To render negative normal vector components, use the compression technique. To compress the range of normal component values `(-1..1)` to color value range `(0..1)`, change the following line: + + ```c++ + color.rgb = IN.normal; + ``` + + to this line: + + ```c++ + color.rgb = IN.normal * 0.5 + 0.5; + ``` + +Now Unity renders the normal vector vales as colors on the mesh. + +![Rendering normals with compression](Images/shader-examples/unlit-shader-tutorial-normals.jpg) + +Below is the complete ShaderLab code for this example. + +```c++ +// This shader visuzlizes the normal vector values on the mesh. +Shader "Example/URPUnlitShaderNormal" +{ + Properties + { } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalRenderPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + // Declaring the variable containing the normal vector for each vertex. + half3 normal : NORMAL; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + half3 normal : TEXCOORD0; + }; + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + // Using the TransformObjectToWorldNormal function to transform the normals + // from object to world space. This function is from the + // SpaceTransforms.hlsl file, which is referenced in Core.hlsl. + OUT.normal = TransformObjectToWorldNormal(IN.normal); + return OUT; + } + + half4 frag(Varyings IN) : SV_Target + { + half4 color = 0; + // IN.normal is a 3D vector. Each vector component has the range -1..1. + // To show all vector elements as color, including the negative values, + // compress each value into the range 0..1. + color.rgb = IN.normal * 0.5 + 0.5; + return color; + } + ENDHLSL + } + } +} +``` diff --git a/com.unity.render-pipelines.universal/Documentation~/using-begincamerarendering.md b/com.unity.render-pipelines.universal/Documentation~/using-begincamerarendering.md new file mode 100644 index 00000000000..f3ead204155 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/using-begincamerarendering.md @@ -0,0 +1,59 @@ +# Using the beginCameraRendering event + +The example on this page shows how to use the [beginCameraRendering](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager-beginCameraRendering.html) event to run a custom method. + +## beginCameraRendering event overview + +Unity raises a `beginCameraRendering` event before it renders each active Camera in every frame. If a Camera is inactive (for example, if the __Camera__ component checkbox is cleared on a Camera GameObject), Unity does not raise a `beginCameraRendering` event for this Camera. + +When you subscribe a method to this event, you can execute custom logic before Unity renders the Camera. Examples of custom logic include rendering extra Cameras to Render Textures, and using those Textures for effects like planar reflections or surveillance camera views. + +Other events in the [RenderPipelineManager](https://docs.unity3d.com/ScriptReference/Rendering.RenderPipelineManager.html) class provide more ways to customize URP. You can also use the principles described in this article with those events. + +## beginCameraRendering event example + +This example demonstrates how to subscribe a method to the `beginCameraRendering` event. +To follow the steps in this example, create a [new Unity project using the __Universal Project Template__](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.0/manual/creating-a-new-project-with-urp.html). + +1. In the Scene, create a Cube. Name it Example Cube. +2. In your Project, create a C# script. Call it `URPCallbackExample`. +3. Copy and paste the following code into the script. + ```C# + using UnityEngine; + using UnityEngine.Rendering; + + public class URPCallbackExample : MonoBehaviour + { + // Unity calls this method automatically when it enables this component + private void OnEnable() + { + // Add WriteLogMessage as a delegate of the RenderPipelineManager.beginCameraRendering event + RenderPipelineManager.beginCameraRendering += WriteLogMessage; + } + + // Unity calls this method automatically when it disables this component + private void OnDisable() + { + // Remove WriteLogMessage as a delegate of the RenderPipelineManager.beginCameraRendering event + RenderPipelineManager.beginCameraRendering -= WriteLogMessage; + } + + // When this method is a delegate of RenderPipeline.beginCameraRendering event, Unity calls this method every time it raises the beginCameraRendering event + void WriteLogMessage(ScriptableRenderContext context, Camera camera) + { + // Write text to the console + Debug.Log($"Beginning rendering the camera: {camera.name}"); + } + } + ``` + > **NOTE**: When you subscribe to an event, your handler method (in this example, `WriteLogMessage`) must accept the parameters defined in the event delegate. In this example, the event delegate is `RenderPipeline.BeginCameraRendering`, which expects the following parameters: ``. + +4. Attach the `URPCallbackExample` script to Example Cube. + +5. Select __Play__. Unity prints the message from the script in the Console window each time Unity raises the `beginCameraRendering` event. + + ![Unity prints log message in console.](Images/customizing-urp/log-message-in-console.png) + +6. To raise a call to the `OnDisable()` method: In the Play mode, select Example Cube and clear the checkbox next to the script component title. Unity unsubscribes `WriteLogMessage` from the `RenderPipelineManager.beginCameraRendering` event and stops printing the message in the Console window. + + ![Deactivate the script component. Clear the checkbox next to the script component title.](Images/customizing-urp/deactivate-script-component.png) diff --git a/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders-urp.md b/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders-urp.md new file mode 100644 index 00000000000..f741fbaceda --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders-urp.md @@ -0,0 +1,14 @@ +# Writing custom shaders + +This section contains guidelines that help you to get started with writing shaders for Universal Render Pipeline (URP). + +The section contains the following topics: + +* [Creating a sample scene](writing-shaders-urp-basic-prerequisites.md) +* [URP basic unlit shader](writing-shaders-urp-basic-unlit-structure.md) + * [Basic ShaderLab structure](writing-shaders-urp-basic-unlit-structure.md#basic-shaderlab-structure) +* [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) +* [Drawing a texture](writing-shaders-urp-unlit-texture.md) +* [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md) + +Each example covers some extra information compared to the basic shader example. If you are new to writing shaders using Unity's ShaderLab language, consider going through the sections in the order of appearance on this page. diff --git a/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders.md b/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders.md new file mode 100644 index 00000000000..d2b1b8a2b65 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/writing-custom-shaders.md @@ -0,0 +1,6 @@ +# Writing custom shaders + +This section contains guidelines on writing custom URP-compatible shaders. + +* [Shader structure](shader-structure.md) +* [URP unlit shader examples](urp-shader-examples.md) diff --git a/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-prerequisites.md b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-prerequisites.md new file mode 100644 index 00000000000..70de16018ad --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-prerequisites.md @@ -0,0 +1,15 @@ +# Creating a sample scene + +To follow the examples in this section: + +1. Install URP into an existing Unity project, or create a new project using the [__Universal Project Template__](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@8.0/manual/creating-a-new-project-with-urp.html). + +2. In the sample Scene, create a GameObject to test the shaders on; for example, a capsule. + + ![Sample GameObject](Images/shader-examples/urp-template-sample-object.png) + +3. Create a new Material and assign it to the capsule. + +4. Create a new Shader asset and assign it to the Material of the capsule. When following an example, open the shader asset to edit the Unity shader source file. Replace the code in the source file with the code in the example. + +To start writing URP shaders, continue to section [URP unlit basic shader](writing-shaders-urp-basic-unlit-structure.md). diff --git a/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md new file mode 100644 index 00000000000..96253549212 --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-basic-unlit-structure.md @@ -0,0 +1,177 @@ +# URP unlit basic shader + +This example shows a basic URP-compatible shader. This shader fills the mesh shape with a color predefined in the shader code. + +To see the shader in action, copy and paste the following ShaderLab code into the Shader asset. + +```c++ +// This shader fills the mesh shape with a color predefined in the code. +Shader "Example/URPUnlitShaderBasic" +{ + // The properties block of the Unity shader. In this example this block is empty + // because the output color is predefined in the fragment shader code. + Properties + { } + + // The SubShader block containing the Shader code. + SubShader + { + // SubShader Tags define when and under which conditions a SubShader block or + // a pass is executed. + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } + + Pass + { + // The HLSL code block. Unity SRP uses the HLSL language. + HLSLPROGRAM + // This line defines the name of the vertex shader. + #pragma vertex vert + // This line defines the name of the fragment shader. + #pragma fragment frag + + // The Core.hlsl file contains definitions of frequently used HLSL + // macros and functions, and also contains #include references to other + // HLSL files (for example, Common.hlsl, SpaceTransforms.hlsl, etc.). + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + // The structure definition defines which variables it contains. + // This example uses the Attributes structure as an input structure in + // the vertex shader. + struct Attributes + { + // The positionOS variable contains the vertex positions in object + // space. + float4 positionOS : POSITION; + }; + + struct Varyings + { + // The positions in this struct must have the SV_POSITION semantic. + float4 positionHCS : SV_POSITION; + }; + + // The vertex shader definition with properties defined in the Varyings + // structure. The type of the vert function must match the type (struct) + // that it returns. + Varyings vert(Attributes IN) + { + // Declaring the output object (OUT) with the Varyings struct. + Varyings OUT; + // The TransformObjectToHClip function transforms vertex positions + // from object space to homogenous space + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + // Returning the output. + return OUT; + } + + // The fragment shader definition. + half4 frag() : SV_Target + { + // Defining the color variable and returning it. + half4 customColor; + customColor = half4(0.5, 0, 0, 1); + return customColor; + } + ENDHLSL + } + } +} +``` + +The fragment shader colors the GameObject dark red (RGB value (0.5, 0, 0)). + +![The shader paints the GameObject dark red](Images/shader-examples/unlit-shader-tutorial-basic-hardcoded-color.png) + +The following section introduces you to the structure of this basic Unity shader. + + + +## Basic ShaderLab structure + +Unity shaders are written in a Unity-specific language called [ShaderLab](https://docs.unity3d.com/Manual/SL-Shader.html). + +The Unity shader in this example has the following blocks: + +* [Shader](#shader) +* [Properties](#properties) +* [SubShader](#subshader) +* [Pass](#pass) +* [HLSLPROGRAM](#hlsl) + + + +### Shader block + +ShaderLab code starts with the `Shader` declaration. + +```c++ +Shader "Example/URPUnlitShaderBasic" +``` + +The path in this declaration determines the display name and location of the Unity shader in the Shader menu on a Material. + +![location of the shader in the Shader menu on a Material](Images/shader-examples/urp-material-ui-shader-path.png) + + + +### Properties block + +The [Properties](https://docs.unity3d.com/Manual/SL-Properties.html) block contains the declarations of properties that users can set in the Inspector window on a Material. + +In this example, the Properties block is empty, because this Unity shader does not expose any Material properties that a user can define. + +### SubShader block + +A Unity shader source file contains one or more [SubShader](https://docs.unity3d.com/Manual/SL-SubShader.html) blocks. When rendering a mesh, Unity selects the first SubShader that is compatible with the GPU on the target device. + +A SubShader block can optionally contain a SubShader Tags block. Use the `Tags` keyword to declare a SubShader Tags block. + +``` +Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } +``` + +A SubShader Tag with a name of `RenderPipeline` tells Unity which render pipelines to use this SubShader with, and the value of `UniversalPipeline` indicates that Unity should use this SubShader with URP. + +For more information on SubShader Tags, see [ShaderLab: SubShader Tags](https://docs.unity3d.com/Manual/SL-SubShaderTags.html). + +### Pass block + +In this example, there is one Pass block that contains the HLSL program code. For more information on Pass blocks, see [ShaderLab: Pass](https://docs.unity3d.com/Manual/SL-Pass.html). + +### HLSLPROGRAM block + +This block contains the HLSL program code. + +> **NOTE**: URP shaders support only the HLSL language. + +This block contains the `#include` declaration with the reference to the `Core.hlsl` file. + +```c++ +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +``` + +The `Core.hlsl` file contains definitions of frequently used HLSL macros and functions, and also contains #include references to other HLSL files (for example, `Common.hlsl` and `SpaceTransforms.hlsl`). + +For example, the vertex shader in the HLSL code uses the `TransformObjectToHClip` function from the `SpaceTransforms.hlsl` file. The function transforms vertex positions from object space to homogenous space: + +```c++ +Varyings vert(Attributes IN) +{ + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + return OUT; +} +``` + +The fragment shader in this basic HLSL code outputs the single color predefined in the code: + +```c++ +half4 frag() : SV_Target +{ + half4 customColor; + customColor = half4(0.5, 0, 0, 1); + return customColor; +} +``` + +Section [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) shows how to add the editable color property in the Inspector window on the Material. diff --git a/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md new file mode 100644 index 00000000000..28b68c53eda --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-color.md @@ -0,0 +1,111 @@ +# URP unlit shader with color input + +The Unity shader in this example adds the __Base Color__ property to the Material. You can select the color using that property and the shader fills the mesh shape with the color. + +Use the Unity shader source file from section [URP unlit basic shader](writing-shaders-urp-basic-unlit-structure.md) and make the following changes to the ShaderLab code: + +1. Add the `_BaseColor` property definition to the Properties block: + + ```c++ + Properties + { + _BaseColor("Base Color", Color) = (1, 1, 1, 1) + } + ``` + + This declaration adds the `_BaseColor` property with the label __Base Color__ to the Material: + + ![Base Color property on a Material](Images/shader-examples/urp-material-prop-base-color.png) + + The `_BaseColor` property name is a reserved name. When you declare a property with this name, Unity uses this property as the [main color](https://docs.unity3d.com/ScriptReference/Material-color.html) of the Material. + +2. When you declare a property in the Properties block, you also need to declare it in the HLSL code. + + > __NOTE__: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, see the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). + + Add the following code before the vertex shader: + + ```c++ + CBUFFER_START(UnityPerMaterial) + half4 _BaseColor; + CBUFFER_END + ``` + +3. Change the code in the fragment shader so that it returns the `_BaseColor` property. + + ```c++ + half4 frag() : SV_Target + { + return _BaseColor; + } + ``` + +Now you can select the color in the **Base Color** field in the Inspector window. The fragment shader fills the mesh with the color you select. + +![Base Color field on a Material](Images/shader-examples/unlit-shader-tutorial-color-field-with-scene.png) + +Below is the complete ShaderLab code for this example. + +```c++ +// This shader fills the mesh shape with a color that a user can change using the +// Inspector window on a Material. +Shader "Example/URPUnlitShaderColor" +{ + // The _BaseColor variable is visible in the Material's Inspector, as a field + // called Base Color. You can use it to select a custom color. This variable + // has the default value (1, 1, 1, 1). + Properties + { + _BaseColor("Base Color", Color) = (1, 1, 1, 1) + } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + }; + + // To make the Unity shader SRP Batcher compatible, declare all + // properties related to a Material in a a single CBUFFER block with + // the name UnityPerMaterial. + CBUFFER_START(UnityPerMaterial) + // The following line declares the _BaseColor variable, so that you + // can use it in the fragment shader. + half4 _BaseColor; + CBUFFER_END + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + return OUT; + } + + half4 frag() : SV_Target + { + // Returning the _BaseColor value. + return _BaseColor; + } + ENDHLSL + } + } +} +``` + +Section [Drawing a texture](writing-shaders-urp-unlit-texture.md) shows how to draw a texture on the mesh. diff --git a/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-normals.md b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-normals.md new file mode 100644 index 00000000000..d32cadba63e --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-normals.md @@ -0,0 +1,123 @@ +# Visualizing normal vectors + +The Unity shader in this example visualizes the normal vector values on the mesh. + +Use the Unity shader source file from section [URP unlit basic shader](writing-shaders-urp-basic-unlit-structure.md) and make the following changes to the ShaderLab code: + +1. In `struct Attributes`, which is the input structure for the vertex shader in this example, declare the variable containing the normal vector for each vertex. + + ```c++ + struct Attributes + { + float4 positionOS : POSITION; + // Declaring the variable containing the normal vector for each vertex. + half3 normal : NORMAL; + }; + ``` + +2. In `struct Varyings`, which is the input structure for the fragment shader in this example, declare the variable for storing the normal vector values for each fragment: + + ```c++ + struct Varyings + { + float4 positionHCS : SV_POSITION; + // The variable for storing the normal vector values. + half3 normal : TEXCOORD0; + }; + ``` + + This example uses the three components of the normal vector as RGB color values for each fragment. + +3. To render the normal vector values on the mesh, use the following code as the fragment shader: + + ```c++ + half4 frag(Varyings IN) : SV_Target + { + half4 color = 0; + color.rgb = IN.normal; + return color; + } + ``` + +4. Unity renders the normal vector values on the mesh: + + ![Rendering normals without compression](Images/shader-examples/unlit-shader-tutorial-normals-uncompressed.png) + + A part of the capsule is black. This is because in those points, all three components of the normal vector are negative. The next step shows how to render values in those areas as well. + +5. To render negative normal vector components, use the compression technique. To compress the range of normal component values `(-1..1)` to color value range `(0..1)`, change the following line: + + ```c++ + color.rgb = IN.normal; + ``` + + to this line: + + ```c++ + color.rgb = IN.normal * 0.5 + 0.5; + ``` + +Now Unity renders the normal vector values as colors on the mesh. + +![Rendering normals with compression](Images/shader-examples/unlit-shader-tutorial-normals.png) + +Below is the complete ShaderLab code for this example. + +```c++ +// This shader visuzlizes the normal vector values on the mesh. +Shader "Example/URPUnlitShaderNormal" +{ + Properties + { } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + // Declaring the variable containing the normal vector for each + // vertex. + half3 normal : NORMAL; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + half3 normal : TEXCOORD0; + }; + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + // Use the TransformObjectToWorldNormal function to transform the + // normals from object to world space. This function is from the + // SpaceTransforms.hlsl file, which is referenced in Core.hlsl. + OUT.normal = TransformObjectToWorldNormal(IN.normal); + return OUT; + } + + half4 frag(Varyings IN) : SV_Target + { + half4 color = 0; + // IN.normal is a 3D vector. Each vector component has the range + // -1..1. To show all vector elements as color, including the + // negative values, compress each value into the range 0..1. + color.rgb = IN.normal * 0.5 + 0.5; + return color; + } + ENDHLSL + } + } +} +``` diff --git a/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md new file mode 100644 index 00000000000..2b770783bee --- /dev/null +++ b/com.unity.render-pipelines.universal/Documentation~/writing-shaders-urp-unlit-texture.md @@ -0,0 +1,145 @@ +# Drawing a texture + +The Unity shader in this example draws a texture on the mesh. + +Use the Unity shader source file from section [URP unlit shader with color input](writing-shaders-urp-unlit-color.md) and make the following changes to the ShaderLab code: + +1. In the Properties block, replace the existing code with the `_BaseMap` property definition. + + ```c++ + Properties + { + _BaseMap("Base Map", 2D) = "white" + } + ``` + + When you declare a texture property in the Properties block, Unity adds the `_BaseMap` property with the label __Base Map__ to the Material, and adds the Tiling and the Offset controls. + + !["Texture property with Tiling and Offset controls"](Images/shader-examples/unlit-shader-tutorial-texture-property-in-inspector.png) + + The `_BaseMap` property name is a reserved name. When you declare a property with this name, Unity uses this property as the [main texture](https://docs.unity3d.com/ScriptReference/Material-mainTexture.html) of the Material. + +2. In `struct Attributes` and `struct Varyings`, add the `uv` variable for the UV coordinates on the texture: + + ```c++ + float2 uv : TEXCOORD0; + ``` + +3. Define the texture as a 2D texture and specify a sampler for it. Add the following lines before the CBUFFER block: + + ```c++ + TEXTURE2D(_BaseMap); + SAMPLER(sampler_BaseMap); + ``` + + The TEXTURE2D and the SAMPLER macros are defined in one of the files referenced in `Core.hlsl`. + +4. For tiling and offset to work, it's necessary to declare the texture property with the `_ST` suffix in the 'CBUFFER' block. The `_ST` suffix is necessary because some macros (for example, `TRANSFORM_TEX`) use it. + + > __NOTE__: To ensure that the Unity shader is SRP Batcher compatible, declare all Material properties inside a single `CBUFFER` block with the name `UnityPerMaterial`. For more information on the SRP Batcher, see the page [Scriptable Render Pipeline (SRP) Batcher](https://docs.unity3d.com/Manual/SRPBatcher.html). + + ```c++ + CBUFFER_START(UnityPerMaterial) + float4 _BaseMap_ST; + CBUFFER_END + ``` + +5. To apply the tiling and offset transformation, add the following line in the vertex shader: + + ```c++ + OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); + ``` + + The `TRANSFORM_TEX` macro is defined in the `Macros.hlsl` file. The `#include` declaration contains a reference to that file. + +6. In the fragment shader, use the `SAMPLE_TEXTURE2D` macro to sample the texture: + + ```c++ + half4 frag(Varyings IN) : SV_Target + { + half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); + return color; + } + ``` + +Now you can select a texture in the __Base Map__ field in the Inspector window. The shader draws that texture on the mesh. + +![Base Map texture on a Material](Images/shader-examples/unlit-shader-tutorial-texture-with-scene.png) + +Below is the complete ShaderLab code for this example. + +```c++ +// This shader draws a texture on the mesh. +Shader "Example/URPUnlitShaderTexture" +{ + // The _BaseMap variable is visible in the Material's Inspector, as a field + // called Base Map. + Properties + { + _BaseMap("Base Map", 2D) = "white" + } + + SubShader + { + Tags { "RenderType" = "Opaque" "RenderPipeline" = "UniversalPipeline" } + + Pass + { + HLSLPROGRAM + #pragma vertex vert + #pragma fragment frag + + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" + + struct Attributes + { + float4 positionOS : POSITION; + // The uv variable contains the UV coordinate on the texture for the + // given vertex. + float2 uv : TEXCOORD0; + }; + + struct Varyings + { + float4 positionHCS : SV_POSITION; + // The uv variable contains the UV coordinate on the texture for the + // given vertex. + float2 uv : TEXCOORD0; + }; + + // This macro declares _BaseMap as a Texture2D object. + TEXTURE2D(_BaseMap); + // This macro declares the sampler for the _BaseMap texture. + SAMPLER(sampler_BaseMap); + + CBUFFER_START(UnityPerMaterial) + // The following line declares the _BaseMap_ST variable, so that you + // can use the _BaseMap variable in the fragment shader. The _ST + // suffix is necessary for the tiling and offset function to work. + float4 _BaseMap_ST; + CBUFFER_END + + Varyings vert(Attributes IN) + { + Varyings OUT; + OUT.positionHCS = TransformObjectToHClip(IN.positionOS.xyz); + // The TRANSFORM_TEX macro performs the tiling and offset + // transformation. + OUT.uv = TRANSFORM_TEX(IN.uv, _BaseMap); + return OUT; + } + + half4 frag(Varyings IN) : SV_Target + { + // The SAMPLE_TEXTURE2D marco samples the texture with the given + // sampler. + half4 color = SAMPLE_TEXTURE2D(_BaseMap, sampler_BaseMap, IN.uv); + return color; + } + ENDHLSL + } + } +} +``` + +Section [Visualizing normal vectors](writing-shaders-urp-unlit-normals.md) shows how to visualize normal vectors on the mesh. diff --git a/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs b/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs index 01231d4010f..8c1cf9290f2 100644 --- a/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/2D/Light2DEditor.cs @@ -93,8 +93,8 @@ private static class Styles public static GUIContent shapeLightFalloffOffset = EditorGUIUtility.TrTextContent("Falloff Offset", "Specify the shape's falloff offset"); public static GUIContent shapeLightAngleOffset = EditorGUIUtility.TrTextContent("Angle Offset", "Adjust the rotation of the object"); - public static GUIContent renderPipelineUnassignedWarning = EditorGUIUtility.TrTextContentWithIcon("Universal scriptable renderpipeline asset must be assigned in graphics settings", MessageType.Warning); - public static GUIContent asset2DUnassignedWarning = EditorGUIUtility.TrTextContentWithIcon("2D renderer data must be assigned to your universal render pipeline asset or camera", MessageType.Warning); + public static GUIContent renderPipelineUnassignedWarning = EditorGUIUtility.TrTextContentWithIcon("Universal scriptable renderpipeline asset must be assigned in Graphics Settings or Quality Settings.", MessageType.Warning); + public static GUIContent asset2DUnassignedWarning = EditorGUIUtility.TrTextContentWithIcon("2D renderer data must be assigned to your universal render pipeline asset or camera.", MessageType.Warning); } const float k_GlobalLightGizmoSize = 1.2f; @@ -235,10 +235,9 @@ internal void SendModifiedAnalytics(Analytics.Renderer2DAnalytics analytics, Lig Analytics.Renderer2DAnalytics.instance.SendData(Analytics.AnalyticsDataTypes.k_LightDataString, lightData); } - private void OnDestroy() + void OnDestroy() { - - if(m_ModifiedLights.Count > 0) + if(m_ModifiedLights != null && m_ModifiedLights.Count > 0) { foreach (Light2D light in m_ModifiedLights) { diff --git a/com.unity.render-pipelines.universal/Editor/2D/Light2DEditorUtility.cs b/com.unity.render-pipelines.universal/Editor/2D/Light2DEditorUtility.cs index a9a677467a3..6e22985eb2b 100644 --- a/com.unity.render-pipelines.universal/Editor/2D/Light2DEditorUtility.cs +++ b/com.unity.render-pipelines.universal/Editor/2D/Light2DEditorUtility.cs @@ -100,7 +100,7 @@ public static Renderer2DData GetRenderer2DData() foreach (Camera camera in Camera.allCameras) { UniversalAdditionalCameraData additionalCameraData = camera.GetComponent(); - ScriptableRenderer renderer = additionalCameraData.scriptableRenderer; + ScriptableRenderer renderer = additionalCameraData?.scriptableRenderer; Renderer2D renderer2D = renderer as Renderer2D; if (renderer2D != null) return renderer2D.GetRenderer2DData(); diff --git a/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs b/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs index dcc4dea5b0f..076c3d3a1e2 100644 --- a/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/2D/PixelPerfectCameraEditor.cs @@ -1,6 +1,7 @@ using System; using UnityEngine; using UnityEngine.Experimental.Rendering.Universal; +using UnityEngine.Rendering.Universal; namespace UnityEditor.Experimental.Rendering.Universal { @@ -19,6 +20,7 @@ private class Style public GUIContent stretchFill = new GUIContent("Stretch Fill", "If enabled, expands the viewport to fit the screen resolution while maintaining the viewport aspect ratio."); public GUIContent currentPixelRatio = new GUIContent("Current Pixel Ratio", "Ratio of the rendered Sprites compared to their original size."); public GUIContent runInEditMode = new GUIContent("Run In Edit Mode", "Enable this to preview Camera setting changes in Edit Mode. This will cause constant changes to the Scene while active."); + public const string cameraStackingWarning = "Pixel Perfect Camera won't function properly if stacked with another camera."; public GUIStyle centeredLabel; @@ -45,6 +47,7 @@ public Style() private Vector2 m_GameViewSize = Vector2.zero; private GUIContent m_CurrentPixelRatioValue; + bool m_CameraStacking; private void LazyInit() { @@ -55,6 +58,26 @@ private void LazyInit() m_CurrentPixelRatioValue = new GUIContent(); } + void CheckForCameraStacking() + { + m_CameraStacking = false; + + PixelPerfectCamera obj = target as PixelPerfectCamera; + UniversalAdditionalCameraData cameraData = null; + obj?.TryGetComponent(out cameraData); + + if (cameraData == null) + return; + + if (cameraData.renderType == CameraRenderType.Base) + { + var cameraStack = cameraData.cameraStack; + m_CameraStacking = cameraStack != null ? cameraStack.Count > 0 : false; + } + else if (cameraData.renderType == CameraRenderType.Overlay) + m_CameraStacking = true; + } + public void OnEnable() { m_AssetsPPU = serializedObject.FindProperty("m_AssetsPPU"); @@ -92,6 +115,12 @@ public override void OnInspectorGUI() serializedObject.Update(); + if (Event.current.type == EventType.Layout) + CheckForCameraStacking(); + + if (m_CameraStacking) + EditorGUILayout.HelpBox(Style.cameraStackingWarning, MessageType.Warning); + EditorGUILayout.PropertyField(m_AssetsPPU, m_Style.assetsPPU); if (m_AssetsPPU.intValue <= 0) m_AssetsPPU.intValue = 1; diff --git a/com.unity.render-pipelines.universal/Editor/2D/Renderer2DUpgrader.cs b/com.unity.render-pipelines.universal/Editor/2D/Renderer2DUpgrader.cs index 3214593d8ca..15ecd285c40 100644 --- a/com.unity.render-pipelines.universal/Editor/2D/Renderer2DUpgrader.cs +++ b/com.unity.render-pipelines.universal/Editor/2D/Renderer2DUpgrader.cs @@ -1,12 +1,12 @@ using UnityEditor.SceneManagement; using UnityEngine; +using UnityEngine.Rendering.Universal; +using UnityEngine.Experimental.Rendering.Universal; namespace UnityEditor.Experimental.Rendering.Universal { static class Renderer2DUpgrader { - static Material s_SpriteLitDefault = AssetDatabase.LoadAssetAtPath("Packages/com.unity.render-pipelines.universal/Runtime/Materials/Sprite-Lit-Default.mat"); - delegate void Upgrader(T toUpgrade) where T : Object; static void ProcessAssetDatabaseObjects(string searchString, Upgrader upgrader) where T : Object @@ -29,47 +29,56 @@ static void ProcessAssetDatabaseObjects(string searchString, Upgrader upgr static void UpgradeGameObject(GameObject go) { Renderer[] spriteRenderers = go.GetComponentsInChildren(true); - - bool upgraded = false; - foreach (Renderer renderer in spriteRenderers) + Renderer2DData data = Light2DEditorUtility.GetRenderer2DData(); + if (data != null) { - if (renderer is UnityEngine.U2D.SpriteShapeRenderer) - Debug.Log("Sprite Shape Found"); + Material defaultMat = data.GetDefaultMaterial(DefaultMaterialType.Sprite); - int materialCount = renderer.sharedMaterials.Length; - Material[] newMaterials = new Material[materialCount]; - - for (int i = 0; i < materialCount; i++) + bool upgraded = false; + foreach (Renderer renderer in spriteRenderers) { - Material mat = renderer.sharedMaterials[i]; + int materialCount = renderer.sharedMaterials.Length; + Material[] newMaterials = new Material[materialCount]; - if (mat != null && mat.shader.name == "Sprites/Default") - { - newMaterials[i] = s_SpriteLitDefault; - upgraded = true; - } - else + for (int i = 0; i < materialCount; i++) { - newMaterials[i] = renderer.sharedMaterials[i]; + Material mat = renderer.sharedMaterials[i]; + + if (mat != null && mat.shader.name == "Sprites/Default") + { + newMaterials[i] = defaultMat; + upgraded = true; + } + else + { + newMaterials[i] = renderer.sharedMaterials[i]; + } + } + + if (upgraded) + renderer.sharedMaterials = newMaterials; } if (upgraded) - renderer.sharedMaterials = newMaterials; - } - - if (upgraded) - { - Debug.Log(go.name + " was upgraded.", go); - EditorSceneManager.MarkSceneDirty(go.scene); + { + Debug.Log(go.name + " was upgraded.", go); + EditorSceneManager.MarkSceneDirty(go.scene); + } } } static void UpgradeMaterial(Material mat) { - if (mat.shader.name == "Sprites/Default") + Renderer2DData data = Light2DEditorUtility.GetRenderer2DData(); + if (data != null) { - mat.shader = s_SpriteLitDefault.shader; + Material defaultMat = data.GetDefaultMaterial(DefaultMaterialType.Sprite); + + if (mat.shader.name == "Sprites/Default") + { + mat.shader = defaultMat.shader; + } } } diff --git a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs index b337fa1954e..9381a40bfb1 100644 --- a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs +++ b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXArnoldSurfaceMaterialDescriptionPreprocessor.cs @@ -1,314 +1,308 @@ -using System.IO; -using UnityEditor.AssetImporters; -using UnityEngine; -using UnityEditor.Experimental.AssetImporters; - -namespace UnityEditor.Rendering.Universal -{ - class FBXArnoldSurfaceMaterialDescriptionPreprocessor : AssetPostprocessor - { - static readonly uint k_Version = 2; - static readonly int k_Order = 4; - - static readonly string k_ShaderPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ArnoldStandardSurface/ArnoldStandardSurface.shadergraph"; - static readonly string k_ShaderTransparentPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ArnoldStandardSurface/ArnoldStandardSurfaceTransparent.shadergraph"; - - public override uint GetVersion() - { - return k_Version; - } - - public override int GetPostprocessOrder() - { - return k_Order; - } - - [CollectImportedDependencies(typeof(ModelImporter), 1)] - public static string[] CollectImportedDependenciesForModelImporter(string assetPath) - { - return new[] {k_ShaderPath, k_ShaderTransparentPath }; - } - - static bool IsMayaArnoldStandardSurfaceMaterial(MaterialDescription description) - { - float typeId; - description.TryGetProperty("TypeId", out typeId); - return typeId == 1138001; - } - - static bool Is3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description) - { - float classIdA; - float classIdB; - description.TryGetProperty("ClassIDa", out classIdA); - description.TryGetProperty("ClassIDb", out classIdB); - return classIdA == 2121471519 && classIdB == 1660373836; - } - - public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, - AnimationClip[] clips) - { - var lowerCasePath = Path.GetExtension(assetPath).ToLower(); - if (lowerCasePath == ".fbx") - { - if (IsMayaArnoldStandardSurfaceMaterial(description)) - CreateFromMayaArnoldStandardSurfaceMaterial(description, material, clips); - else if (Is3DsMaxArnoldStandardSurfaceMaterial(description)) - CreateFrom3DsMaxArnoldStandardSurfaceMaterial(description, material, clips); - } - } - - void CreateFromMayaArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, - AnimationClip[] clips) - { - float floatProperty; - Vector4 vectorProperty; - TexturePropertyDescription textureProperty; - Shader shader; - - float opacity = 1.0f; - Vector4 opacityColor; - TexturePropertyDescription opacityMap; - description.TryGetProperty("opacity", out opacityColor); - bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); - opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); - - float transmission; - description.TryGetProperty("transmission", out transmission); - if (opacity == 1.0f && !hasOpacityMap) - { - opacity = 1.0f - transmission; - } - - if (opacity < 1.0f || hasOpacityMap) - { - shader = AssetDatabase.LoadAssetAtPath(k_ShaderTransparentPath); - if (shader == null) - return; - - material.shader = shader; - if (hasOpacityMap) - { - material.SetTexture("_OPACITY_MAP", opacityMap.texture); - material.SetFloat("_OPACITY", 1.0f); - } - else - { - material.SetFloat("_OPACITY", opacity); - } - - } - else - { - shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); - if (shader == null) - return; - - material.shader = shader; - } - - - foreach (var clip in clips) - { - clip.ClearCurves(); - } - - description.TryGetProperty("base", out floatProperty); - - if (description.TryGetProperty("baseColor", out textureProperty)) - { - SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); - material.SetColor("_BASE_COLOR", Color.white * floatProperty); - } - else if (description.TryGetProperty("baseColor", out vectorProperty)) - { - if (QualitySettings.activeColorSpace == ColorSpace.Gamma) - { - vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); - vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); - vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); - vectorProperty *= floatProperty; - } - - material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); - } - - if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) - { - remapPropertyColorOrTexture(description, material, "emissionColor", "_EMISSION_COLOR", floatProperty); - } - - remapPropertyFloatOrTexture(description, material, "metalness", "_METALNESS"); - - description.TryGetProperty("specular", out floatProperty); - - remapPropertyColorOrTexture(description, material, "specularColor", "_SPECULAR_COLOR", floatProperty); - remapPropertyFloatOrTexture(description, material, "specularRoughness", "_SPECULAR_ROUGHNESS"); - remapPropertyFloatOrTexture(description, material, "specularIOR", "_SPECULAR_IOR"); - - remapPropertyTexture(description, material, "normalCamera", "_NORMAL_MAP"); - } - - void CreateFrom3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, - AnimationClip[] clips) - { - float floatProperty; - Vector4 vectorProperty; - TexturePropertyDescription textureProperty; - - var shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); - if (shader == null) - return; - - - material.shader = shader; - foreach (var clip in clips) - { - clip.ClearCurves(); - } - - float opacity = 1.0f; - Vector4 opacityColor; - TexturePropertyDescription opacityMap; - description.TryGetProperty("opacity", out opacityColor); - bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); - opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); - - if (opacity < 1.0f || hasOpacityMap) - { - if (hasOpacityMap) - { - material.SetTexture("_OPACITY_MAP", opacityMap.texture); - material.SetFloat("_OPACITY", 1.0f); - } - else - { - material.SetFloat("_OPACITY", opacity); - } - } - - description.TryGetProperty("base", out floatProperty); - - if (description.TryGetProperty("base_color.shader", out textureProperty)) - { - SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); - material.SetColor("_BASE_COLOR", Color.white * floatProperty); - } - else if (description.TryGetProperty("base_color", out vectorProperty)) - { - if (QualitySettings.activeColorSpace == ColorSpace.Gamma) - { - vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); - vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); - vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); - } - - material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); - } - - if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) - { - remapPropertyColorOrTexture3DsMax(description, material, "emission_color", "_EMISSION_COLOR", - floatProperty); - } - - remapPropertyFloatOrTexture3DsMax(description, material, "metalness", "_METALNESS"); - - description.TryGetProperty("specular", out float specularFactor); - - remapPropertyColorOrTexture3DsMax(description, material, "specular_color", "_SPECULAR_COLOR", - specularFactor); - remapPropertyFloatOrTexture3DsMax(description, material, "specular_roughness", "_SPECULAR_ROUGHNESS"); - remapPropertyFloatOrTexture3DsMax(description, material, "specular_IOR", "_SPECULAR_IOR"); - - remapPropertyTexture(description, material, "normal_camera", "_NORMAL_MAP"); - - } - - static void SetMaterialTextureProperty(string propertyName, Material material, - TexturePropertyDescription textureProperty) - { - material.SetTexture(propertyName, textureProperty.texture); - material.SetTextureOffset(propertyName, textureProperty.offset); - material.SetTextureScale(propertyName, textureProperty.scale); - } - - static void remapPropertyFloat(MaterialDescription description, Material material, string inPropName, - string outPropName) - { - if (description.TryGetProperty(inPropName, out float floatProperty)) - { - material.SetFloat(outPropName, floatProperty); - } - } - - static void remapPropertyTexture(MaterialDescription description, Material material, string inPropName, - string outPropName) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName, textureProperty.texture); - } - } - - static void remapPropertyColorOrTexture3DsMax(MaterialDescription description, Material material, - string inPropName, string outPropName, float multiplier = 1.0f) - { - if (description.TryGetProperty(inPropName + ".shader", out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetColor(outPropName, Color.white * multiplier); - } - else - { - description.TryGetProperty(inPropName, out Vector4 vectorProperty); - material.SetColor(outPropName, vectorProperty * multiplier); - } - } - - static void remapPropertyFloatOrTexture3DsMax(MaterialDescription description, Material material, - string inPropName, string outPropName) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetFloat(outPropName, 1.0f); - } - else - { - description.TryGetProperty(inPropName, out float floatProperty); - material.SetFloat(outPropName, floatProperty); - } - } - - static void remapPropertyColorOrTexture(MaterialDescription description, Material material, string inPropName, - string outPropName, float multiplier = 1.0f) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetColor(outPropName, Color.white * multiplier); - } - else - { - description.TryGetProperty(inPropName, out Vector4 vectorProperty); - material.SetColor(outPropName, vectorProperty * multiplier); - } - } - - static void remapPropertyFloatOrTexture(MaterialDescription description, Material material, string inPropName, - string outPropName) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetFloat(outPropName, 1.0f); - } - else - { - description.TryGetProperty(inPropName, out float floatProperty); - material.SetFloat(outPropName, floatProperty); - } - } - } -} +using System.IO; +using UnityEditor.AssetImporters; +using UnityEngine; +using UnityEditor.Experimental.AssetImporters; + +namespace UnityEditor.Rendering.Universal +{ + class FBXArnoldSurfaceMaterialDescriptionPreprocessor : AssetPostprocessor + { + static readonly uint k_Version = 2; + static readonly int k_Order = 4; + + static readonly string k_ShaderPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ArnoldStandardSurface/ArnoldStandardSurface.shadergraph"; + static readonly string k_ShaderTransparentPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/ArnoldStandardSurface/ArnoldStandardSurfaceTransparent.shadergraph"; + + public override uint GetVersion() + { + return k_Version; + } + + public override int GetPostprocessOrder() + { + return k_Order; + } + + static bool IsMayaArnoldStandardSurfaceMaterial(MaterialDescription description) + { + float typeId; + description.TryGetProperty("TypeId", out typeId); + return typeId == 1138001; + } + + static bool Is3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description) + { + float classIdA; + float classIdB; + description.TryGetProperty("ClassIDa", out classIdA); + description.TryGetProperty("ClassIDb", out classIdB); + return classIdA == 2121471519 && classIdB == 1660373836; + } + + public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, + AnimationClip[] clips) + { + var lowerCasePath = Path.GetExtension(assetPath).ToLower(); + if (lowerCasePath == ".fbx") + { + if (IsMayaArnoldStandardSurfaceMaterial(description)) + CreateFromMayaArnoldStandardSurfaceMaterial(description, material, clips); + else if (Is3DsMaxArnoldStandardSurfaceMaterial(description)) + CreateFrom3DsMaxArnoldStandardSurfaceMaterial(description, material, clips); + } + } + + void CreateFromMayaArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, + AnimationClip[] clips) + { + float floatProperty; + Vector4 vectorProperty; + TexturePropertyDescription textureProperty; + Shader shader; + + float opacity = 1.0f; + Vector4 opacityColor; + TexturePropertyDescription opacityMap; + description.TryGetProperty("opacity", out opacityColor); + bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); + opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); + + float transmission; + description.TryGetProperty("transmission", out transmission); + if (opacity == 1.0f && !hasOpacityMap) + { + opacity = 1.0f - transmission; + } + + if (opacity < 1.0f || hasOpacityMap) + { + shader = AssetDatabase.LoadAssetAtPath(k_ShaderTransparentPath); + if (shader == null) + return; + + material.shader = shader; + if (hasOpacityMap) + { + material.SetTexture("_OPACITY_MAP", opacityMap.texture); + material.SetFloat("_OPACITY", 1.0f); + } + else + { + material.SetFloat("_OPACITY", opacity); + } + + } + else + { + shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); + if (shader == null) + return; + + material.shader = shader; + } + + + foreach (var clip in clips) + { + clip.ClearCurves(); + } + + description.TryGetProperty("base", out floatProperty); + + if (description.TryGetProperty("baseColor", out textureProperty)) + { + SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); + material.SetColor("_BASE_COLOR", Color.white * floatProperty); + } + else if (description.TryGetProperty("baseColor", out vectorProperty)) + { + if (QualitySettings.activeColorSpace == ColorSpace.Gamma) + { + vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); + vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); + vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); + vectorProperty *= floatProperty; + } + + material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); + } + + if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) + { + remapPropertyColorOrTexture(description, material, "emissionColor", "_EMISSION_COLOR", floatProperty); + } + + remapPropertyFloatOrTexture(description, material, "metalness", "_METALNESS"); + + description.TryGetProperty("specular", out floatProperty); + + remapPropertyColorOrTexture(description, material, "specularColor", "_SPECULAR_COLOR", floatProperty); + remapPropertyFloatOrTexture(description, material, "specularRoughness", "_SPECULAR_ROUGHNESS"); + remapPropertyFloatOrTexture(description, material, "specularIOR", "_SPECULAR_IOR"); + + remapPropertyTexture(description, material, "normalCamera", "_NORMAL_MAP"); + } + + void CreateFrom3DsMaxArnoldStandardSurfaceMaterial(MaterialDescription description, Material material, + AnimationClip[] clips) + { + float floatProperty; + Vector4 vectorProperty; + TexturePropertyDescription textureProperty; + + var shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); + if (shader == null) + return; + + + material.shader = shader; + foreach (var clip in clips) + { + clip.ClearCurves(); + } + + float opacity = 1.0f; + Vector4 opacityColor; + TexturePropertyDescription opacityMap; + description.TryGetProperty("opacity", out opacityColor); + bool hasOpacityMap = description.TryGetProperty("opacity", out opacityMap); + opacity = Mathf.Min(Mathf.Min(opacityColor.x, opacityColor.y), opacityColor.z); + + if (opacity < 1.0f || hasOpacityMap) + { + if (hasOpacityMap) + { + material.SetTexture("_OPACITY_MAP", opacityMap.texture); + material.SetFloat("_OPACITY", 1.0f); + } + else + { + material.SetFloat("_OPACITY", opacity); + } + } + + description.TryGetProperty("base", out floatProperty); + + if (description.TryGetProperty("base_color.shader", out textureProperty)) + { + SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); + material.SetColor("_BASE_COLOR", Color.white * floatProperty); + } + else if (description.TryGetProperty("base_color", out vectorProperty)) + { + if (QualitySettings.activeColorSpace == ColorSpace.Gamma) + { + vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); + vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); + vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); + } + + material.SetColor("_BASE_COLOR", vectorProperty * floatProperty); + } + + if (description.TryGetProperty("emission", out floatProperty) && floatProperty > 0.0f) + { + remapPropertyColorOrTexture3DsMax(description, material, "emission_color", "_EMISSION_COLOR", + floatProperty); + } + + remapPropertyFloatOrTexture3DsMax(description, material, "metalness", "_METALNESS"); + + description.TryGetProperty("specular", out float specularFactor); + + remapPropertyColorOrTexture3DsMax(description, material, "specular_color", "_SPECULAR_COLOR", + specularFactor); + remapPropertyFloatOrTexture3DsMax(description, material, "specular_roughness", "_SPECULAR_ROUGHNESS"); + remapPropertyFloatOrTexture3DsMax(description, material, "specular_IOR", "_SPECULAR_IOR"); + + remapPropertyTexture(description, material, "normal_camera", "_NORMAL_MAP"); + + } + + static void SetMaterialTextureProperty(string propertyName, Material material, + TexturePropertyDescription textureProperty) + { + material.SetTexture(propertyName, textureProperty.texture); + material.SetTextureOffset(propertyName, textureProperty.offset); + material.SetTextureScale(propertyName, textureProperty.scale); + } + + static void remapPropertyFloat(MaterialDescription description, Material material, string inPropName, + string outPropName) + { + if (description.TryGetProperty(inPropName, out float floatProperty)) + { + material.SetFloat(outPropName, floatProperty); + } + } + + static void remapPropertyTexture(MaterialDescription description, Material material, string inPropName, + string outPropName) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName, textureProperty.texture); + } + } + + static void remapPropertyColorOrTexture3DsMax(MaterialDescription description, Material material, + string inPropName, string outPropName, float multiplier = 1.0f) + { + if (description.TryGetProperty(inPropName + ".shader", out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetColor(outPropName, Color.white * multiplier); + } + else + { + description.TryGetProperty(inPropName, out Vector4 vectorProperty); + material.SetColor(outPropName, vectorProperty * multiplier); + } + } + + static void remapPropertyFloatOrTexture3DsMax(MaterialDescription description, Material material, + string inPropName, string outPropName) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetFloat(outPropName, 1.0f); + } + else + { + description.TryGetProperty(inPropName, out float floatProperty); + material.SetFloat(outPropName, floatProperty); + } + } + + static void remapPropertyColorOrTexture(MaterialDescription description, Material material, string inPropName, + string outPropName, float multiplier = 1.0f) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetColor(outPropName, Color.white * multiplier); + } + else + { + description.TryGetProperty(inPropName, out Vector4 vectorProperty); + material.SetColor(outPropName, vectorProperty * multiplier); + } + } + + static void remapPropertyFloatOrTexture(MaterialDescription description, Material material, string inPropName, + string outPropName) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetFloat(outPropName, 1.0f); + } + else + { + description.TryGetProperty(inPropName, out float floatProperty); + material.SetFloat(outPropName, floatProperty); + } + } + } +} diff --git a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXMaterialDescriptionPreprocessor.cs b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXMaterialDescriptionPreprocessor.cs index 17d7cb1caf2..0fd765eaa2d 100644 --- a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXMaterialDescriptionPreprocessor.cs +++ b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/FBXMaterialDescriptionPreprocessor.cs @@ -1,6 +1,7 @@ using System.IO; using UnityEditor.AssetImporters; using UnityEngine; +using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { @@ -23,8 +24,9 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat var lowerCaseExtension = Path.GetExtension(assetPath).ToLower(); if (lowerCaseExtension != ".fbx" && lowerCaseExtension != ".obj" && lowerCaseExtension != ".blend" && lowerCaseExtension != ".mb" && lowerCaseExtension != ".ma" && lowerCaseExtension != ".max") return; - - var shader = Shader.Find("Universal Render Pipeline/Lit"); + + string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(ShaderPathID.Lit)); + var shader = AssetDatabase.LoadAssetAtPath(path); if (shader == null) return; diff --git a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs new file mode 100644 index 00000000000..43915f47264 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs @@ -0,0 +1,356 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEditor.Rendering.Universal.ShaderGUI; +using UnityEngine; +using UnityEngine.Rendering.Universal; + +namespace UnityEditor.Rendering.Universal +{ + class MaterialModificationProcessor : AssetModificationProcessor + { + static void OnWillCreateAsset(string asset) + { + if (!asset.ToLowerInvariant().EndsWith(".mat")) + { + return; + } + MaterialPostprocessor.s_CreatedAssets.Add(asset); + } + } + + class MaterialReimporter : Editor + { + static bool s_NeedToCheckProjSettingExistence = true; + + static void ReimportAllMaterials() + { + string[] guids = AssetDatabase.FindAssets("t:material", null); + // There can be several materials subAssets per guid ( ie : FBX files ), remove duplicate guids. + var distinctGuids = guids.Distinct(); + + int materialIdx = 0; + int totalMaterials = distinctGuids.Count(); + foreach (var asset in distinctGuids) + { + materialIdx++; + var path = AssetDatabase.GUIDToAssetPath(asset); + EditorUtility.DisplayProgressBar("Material Upgrader re-import", string.Format("({0} of {1}) {2}", materialIdx, totalMaterials, path), (float)materialIdx / (float)totalMaterials); + AssetDatabase.ImportAsset(path); + } + EditorUtility.ClearProgressBar(); + + MaterialPostprocessor.s_NeedsSavingAssets = true; + } + + [InitializeOnLoadMethod] + static void RegisterUpgraderReimport() + { + EditorApplication.update += () => + { + if (Time.renderedFrameCount > 0) + { + bool fileExist = true; + // We check the file existence only once to avoid IO operations every frame. + if (s_NeedToCheckProjSettingExistence) + { + fileExist = System.IO.File.Exists(UniversalProjectSettings.filePath); + s_NeedToCheckProjSettingExistence = false; + } + + //This method is called at opening and when URP package change (update of manifest.json) + var curUpgradeVersion = UniversalProjectSettings.materialVersionForUpgrade; + + if (curUpgradeVersion != MaterialPostprocessor.k_Upgraders.Length) + { + string commandLineOptions = Environment.CommandLine; + bool inTestSuite = commandLineOptions.Contains("-testResults"); + if (!inTestSuite && fileExist) + { + EditorUtility.DisplayDialog("URP Material upgrade", "The Materials in your Project were created using an older version of the Universal Render Pipeline (URP)." + + " Unity must upgrade them to be compatible with your current version of URP. \n" + + " Unity will re-import all of the Materials in your project, save the upgraded Materials to disk, and check them out in source control if needed.\n" + + " Please see the Material upgrade guide in the URP documentation for more information.", "Ok"); + } + + ReimportAllMaterials(); + } + + if (MaterialPostprocessor.s_NeedsSavingAssets) + MaterialPostprocessor.SaveAssetsToDisk(); + } + }; + } + } + + class MaterialPostprocessor : AssetPostprocessor + { + public static List s_CreatedAssets = new List(); + internal static List s_ImportedAssetThatNeedSaving = new List(); + internal static bool s_NeedsSavingAssets = false; + + internal static readonly Action[] k_Upgraders = { UpgradeV1, UpgradeV2 }; + + static internal void SaveAssetsToDisk() + { + string commandLineOptions = System.Environment.CommandLine; + bool inTestSuite = commandLineOptions.Contains("-testResults"); + if (inTestSuite) + return; + + foreach (var asset in s_ImportedAssetThatNeedSaving) + { + AssetDatabase.MakeEditable(asset); + } + + AssetDatabase.SaveAssets(); + //to prevent data loss, only update the saved version if user applied change and assets are written to + UniversalProjectSettings.materialVersionForUpgrade = k_Upgraders.Length; + + s_ImportedAssetThatNeedSaving.Clear(); + s_NeedsSavingAssets = false; + } + + static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) + { + var upgradeLog = "UniversalRP Material log:"; + var upgradeCount = 0; + + foreach (var asset in importedAssets) + { + if (!asset.ToLowerInvariant().EndsWith(".mat")) + continue; + + var material = (Material)AssetDatabase.LoadAssetAtPath(asset, typeof(Material)); + if (!ShaderUtils.IsLWShader(material.shader)) + continue; + + ShaderPathID id = ShaderUtils.GetEnumFromPath(material.shader.name); + var wasUpgraded = false; + var assetVersions = AssetDatabase.LoadAllAssetsAtPath(asset); + AssetVersion assetVersion = null; + foreach (var subAsset in assetVersions) + { + if(subAsset.GetType() == typeof(AssetVersion)) + assetVersion = subAsset as AssetVersion; + } + var debug = "\n" + material.name; + + if (!assetVersion) + { + wasUpgraded = true; + assetVersion = ScriptableObject.CreateInstance(); + if (s_CreatedAssets.Contains(asset)) + { + assetVersion.version = k_Upgraders.Length; + s_CreatedAssets.Remove(asset); + InitializeLatest(material, id); + } + else + { + assetVersion.version = 0; + } + + assetVersion.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable; + AssetDatabase.AddObjectToAsset(assetVersion, asset); + debug += " initialized."; + } + + while (assetVersion.version < k_Upgraders.Length) + { + k_Upgraders[assetVersion.version](material, id); + debug += $" upgrading:v{assetVersion.version} to v{assetVersion.version + 1}"; + assetVersion.version++; + wasUpgraded = true; + } + + if (wasUpgraded) + { + upgradeLog += debug; + upgradeCount++; + EditorUtility.SetDirty(assetVersion); + s_ImportedAssetThatNeedSaving.Add(asset); + s_NeedsSavingAssets = true; + } + } + } + + static void InitializeLatest(Material material, ShaderPathID id) + { + + } + + static void UpgradeV1(Material material, ShaderPathID shaderID) + { + var shaderPath = ShaderUtils.GetShaderPath(shaderID); + var upgradeFlag = MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound; + + switch (shaderID) + { + case ShaderPathID.Unlit: + MaterialUpgrader.Upgrade(material, new UnlitUpdaterV1(shaderPath), upgradeFlag); + UnlitShader.SetMaterialKeywords(material); + break; + case ShaderPathID.SimpleLit: + MaterialUpgrader.Upgrade(material, new SimpleLitUpdaterV1(shaderPath), upgradeFlag); + SimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords); + break; + case ShaderPathID.Lit: + MaterialUpgrader.Upgrade(material, new LitUpdaterV1(shaderPath), upgradeFlag); + LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords); + break; + case ShaderPathID.ParticlesLit: + MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag); + ParticlesLitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords); + break; + case ShaderPathID.ParticlesSimpleLit: + MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag); + ParticlesSimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords); + break; + case ShaderPathID.ParticlesUnlit: + MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag); + ParticlesUnlitShader.SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords); + break; + } + } + + static void UpgradeV2(Material material, ShaderPathID shaderID) + { + // fix 50 offset on shaders + if(material.HasProperty("_QueueOffset")) + BaseShaderGUI.SetupMaterialBlendMode(material); + } + } + + // Upgraders v1 + #region UpgradersV1 + + internal class LitUpdaterV1 : MaterialUpgrader + { + public static void UpdateLitDetails(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + if(material.GetTexture("_MetallicGlossMap") || material.GetTexture("_SpecGlossMap") || material.GetFloat("_SmoothnessTextureChannel") >= 0.5f) + material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale")); + else + material.SetFloat("_Smoothness", material.GetFloat("_Glossiness")); + + } + + public LitUpdaterV1(string oldShaderName) + { + if (oldShaderName == null) + throw new ArgumentNullException("oldShaderName"); + + string standardShaderPath = ShaderUtils.GetShaderPath(ShaderPathID.Lit); + + RenameShader(oldShaderName, standardShaderPath, UpdateLitDetails); + + RenameTexture("_MainTex", "_BaseMap"); + RenameColor("_Color", "_BaseColor"); + RenameFloat("_GlossyReflections", "_EnvironmentReflections"); + } + } + + internal class UnlitUpdaterV1 : MaterialUpgrader + { + static Shader bakedLit = Shader.Find(ShaderUtils.GetShaderPath(ShaderPathID.BakedLit)); + + public static void UpgradeToUnlit(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + if (material.GetFloat("_SampleGI") != 0) + { + material.shader = bakedLit; + material.EnableKeyword("_NORMALMAP"); + } + } + + public UnlitUpdaterV1(string oldShaderName) + { + if (oldShaderName == null) + throw new ArgumentNullException("oldShaderName"); + + RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.Unlit), UpgradeToUnlit); + + RenameTexture("_MainTex", "_BaseMap"); + RenameColor("_Color", "_BaseColor"); + } + } + + internal class SimpleLitUpdaterV1 : MaterialUpgrader + { + public SimpleLitUpdaterV1(string oldShaderName) + { + if (oldShaderName == null) + throw new ArgumentNullException("oldShaderName"); + + RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SimpleLit), UpgradeToSimpleLit); + + RenameTexture("_MainTex", "_BaseMap"); + RenameColor("_Color", "_BaseColor"); + RenameFloat("_SpecSource", "_SpecularHighlights"); + RenameFloat("_Shininess", "_Smoothness"); + } + + public static void UpgradeToSimpleLit(Material material) + { + if (material == null) + throw new ArgumentNullException("material"); + + var smoothnessSource = 1 - (int)material.GetFloat("_GlossinessSource"); + material.SetFloat("_SmoothnessSource" ,smoothnessSource); + if (material.GetTexture("_SpecGlossMap") == null) + { + var col = material.GetColor("_SpecColor"); + var colBase = material.GetColor("_Color"); + var smoothness = material.GetFloat("_Shininess"); + + if (material.GetFloat("_Surface") == 0) + { + if (smoothnessSource == 1) + colBase.a = smoothness; + else + col.a = smoothness; + material.SetColor("_BaseColor", colBase); + } + + material.SetColor("_BaseColor", colBase); + material.SetColor("_SpecColor", col); + } + } + } + + internal class ParticleUpdaterV1 : MaterialUpgrader + { + public ParticleUpdaterV1(string shaderName) + { + if (shaderName == null) + throw new ArgumentNullException("oldShaderName"); + + RenameShader(shaderName, shaderName, ParticleUpgrader.UpdateSurfaceBlendModes); + + RenameTexture("_MainTex", "_BaseMap"); + RenameColor("_Color", "_BaseColor"); + RenameFloat("_FlipbookMode", "_FlipbookBlending"); + + switch (ShaderUtils.GetEnumFromPath(shaderName)) + { + case ShaderPathID.ParticlesLit: + RenameFloat("_Glossiness", "_Smoothness"); + break; + case ShaderPathID.ParticlesSimpleLit: + RenameFloat("_Glossiness", "_Smoothness"); + break; + case ShaderPathID.ParticlesUnlit: + break; + } + } + } + #endregion +} + diff --git a/com.unity.render-pipelines.universal/Editor/MaterialPostprocessor.cs.meta b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs.meta similarity index 100% rename from com.unity.render-pipelines.universal/Editor/MaterialPostprocessor.cs.meta rename to com.unity.render-pipelines.universal/Editor/AssetPostProcessors/MaterialPostprocessor.cs.meta diff --git a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/PhysicalMaterial3DsMaxPreprocessor.cs b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/PhysicalMaterial3DsMaxPreprocessor.cs index 2e1b083fa6b..ba831256d8f 100644 --- a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/PhysicalMaterial3DsMaxPreprocessor.cs +++ b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/PhysicalMaterial3DsMaxPreprocessor.cs @@ -1,173 +1,167 @@ -using UnityEditor.AssetImporters; -using UnityEditor.Experimental; -using UnityEngine; -using UnityEditor.Experimental.AssetImporters; - -namespace UnityEditor.Rendering.Universal -{ - class PhysicalMaterial3DsMaxPreprocessor : AssetPostprocessor - { - static readonly uint k_Version = 1; - static readonly int k_Order = 4; - static readonly string k_ShaderPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax/PhysicalMaterial3DsMax.ShaderGraph"; - static readonly string k_ShaderTransparentPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax/PhysicalMaterial3DsMaxTransparent.ShaderGraph"; - - public override uint GetVersion() - { - return k_Version; - } - - public override int GetPostprocessOrder() - { - return k_Order; - } - - [CollectImportedDependencies(typeof(ModelImporter), 1)] - public static string[] CollectImportedDependenciesForModelImporter(string assetPath) - { - return new[] { k_ShaderPath, k_ShaderTransparentPath }; - } - - static bool Is3DsMaxPhysicalMaterial(MaterialDescription description) - { - float classIdA; - float classIdB; - description.TryGetProperty("ClassIDa", out classIdA); - description.TryGetProperty("ClassIDb", out classIdB); - return classIdA == 1030429932 && classIdB == -559038463; - } - - public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, AnimationClip[] clips) - { - if (Is3DsMaxPhysicalMaterial(description)) - { - CreateFrom3DsPhysicalMaterial(description, material, clips); - } - } - - void CreateFrom3DsPhysicalMaterial(MaterialDescription description, Material material, AnimationClip[] clips) - { - float floatProperty; - Vector4 vectorProperty; - TexturePropertyDescription textureProperty; - Shader shader; - - description.TryGetProperty("transparency", out floatProperty); - bool hasTransparencyMap = - description.TryGetProperty("transparency_map", out textureProperty); - - if (floatProperty > 0.0f || hasTransparencyMap) - { - shader = AssetDatabase.LoadAssetAtPath(k_ShaderTransparentPath); - if (shader == null) - return; - - material.shader = shader; - if (hasTransparencyMap) - { - material.SetTexture("_TRANSPARENCY_MAP", textureProperty.texture); - material.SetFloat("_TRANSPARENCY", 1.0f); - } - else - { - material.SetFloat("_TRANSPARENCY", floatProperty); - } - } - else - { - shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); - if (shader == null) - return; - - material.shader = shader; - } - - foreach (var clip in clips) - { - clip.ClearCurves(); - } - - RemapPropertyFloat(description, material, "base_weight", "_BASE_COLOR_WEIGHT"); - if (description.TryGetProperty("base_color_map", out textureProperty)) - { - SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); - } - else if (description.TryGetProperty("base_color", out vectorProperty)) - { - if (QualitySettings.activeColorSpace == ColorSpace.Gamma) - { - vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); - vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); - vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); - vectorProperty.w = Mathf.LinearToGammaSpace(vectorProperty.w); - } - material.SetColor("_BASE_COLOR", vectorProperty); - } - - RemapPropertyFloat(description, material, "reflectivity", "_REFLECTIONS_WEIGHT"); - RemapPropertyTextureOrColor(description, material, "refl_color", "_REFLECTIONS_COLOR"); - RemapPropertyTextureOrFloat(description, material, "metalness", "_METALNESS"); - RemapPropertyTextureOrFloat(description, material, "roughness", "_REFLECTIONS_ROUGHNESS"); - RemapPropertyTextureOrFloat(description, material, "trans_ior", "_REFLECTIONS_IOR"); - RemapPropertyFloat(description, material, "emission", "_EMISSION_WEIGHT"); - RemapPropertyTextureOrColor(description, material, "emit_color", "_EMISSION_COLOR"); - - RemapPropertyFloat(description, material, "bump_map_amt", "_BUMP_MAP_STRENGTH"); - RemapPropertyTexture(description, material, "bump_map", "_BUMP_MAP"); - } - - static void SetMaterialTextureProperty(string propertyName, Material material, - TexturePropertyDescription textureProperty) - { - material.SetTexture(propertyName, textureProperty.texture); - material.SetTextureOffset(propertyName, textureProperty.offset); - material.SetTextureScale(propertyName, textureProperty.scale); - } - - static void RemapPropertyFloat(MaterialDescription description, Material material, string inPropName, - string outPropName) - { - if (description.TryGetProperty(inPropName, out float floatProperty)) - { - material.SetFloat(outPropName, floatProperty); - } - } - - static void RemapPropertyTexture(MaterialDescription description, Material material, string inPropName, - string outPropName) - { - if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName, textureProperty.texture); - } - } - - static void RemapPropertyTextureOrColor(MaterialDescription description, Material material, - string inPropName, string outPropName) - { - if (description.TryGetProperty(inPropName + "_map", out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetColor(outPropName, Color.white); - } - else if(description.TryGetProperty(inPropName, out Vector4 color)) - { - material.SetColor(outPropName, color); - } - } - - static void RemapPropertyTextureOrFloat(MaterialDescription description, Material material, - string inPropName, string outPropName) - { - if (description.TryGetProperty(inPropName + "_map", out TexturePropertyDescription textureProperty)) - { - material.SetTexture(outPropName + "_MAP", textureProperty.texture); - material.SetFloat(outPropName, 1.0f); - } - else if(description.TryGetProperty(inPropName, out float floatProperty)) - { - material.SetFloat(outPropName, floatProperty); - } - } - } -} +using UnityEditor.AssetImporters; +using UnityEditor.Experimental; +using UnityEngine; +using UnityEditor.Experimental.AssetImporters; + +namespace UnityEditor.Rendering.Universal +{ + class PhysicalMaterial3DsMaxPreprocessor : AssetPostprocessor + { + static readonly uint k_Version = 1; + static readonly int k_Order = 4; + static readonly string k_ShaderPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax/PhysicalMaterial3DsMax.ShaderGraph"; + static readonly string k_ShaderTransparentPath = "Packages/com.unity.render-pipelines.universal/Runtime/Materials/PhysicalMaterial3DsMax/PhysicalMaterial3DsMaxTransparent.ShaderGraph"; + + public override uint GetVersion() + { + return k_Version; + } + + public override int GetPostprocessOrder() + { + return k_Order; + } + + static bool Is3DsMaxPhysicalMaterial(MaterialDescription description) + { + float classIdA; + float classIdB; + description.TryGetProperty("ClassIDa", out classIdA); + description.TryGetProperty("ClassIDb", out classIdB); + return classIdA == 1030429932 && classIdB == -559038463; + } + + public void OnPreprocessMaterialDescription(MaterialDescription description, Material material, AnimationClip[] clips) + { + if (Is3DsMaxPhysicalMaterial(description)) + { + CreateFrom3DsPhysicalMaterial(description, material, clips); + } + } + + void CreateFrom3DsPhysicalMaterial(MaterialDescription description, Material material, AnimationClip[] clips) + { + float floatProperty; + Vector4 vectorProperty; + TexturePropertyDescription textureProperty; + Shader shader; + + description.TryGetProperty("transparency", out floatProperty); + bool hasTransparencyMap = + description.TryGetProperty("transparency_map", out textureProperty); + + if (floatProperty > 0.0f || hasTransparencyMap) + { + shader = AssetDatabase.LoadAssetAtPath(k_ShaderTransparentPath); + if (shader == null) + return; + + material.shader = shader; + if (hasTransparencyMap) + { + material.SetTexture("_TRANSPARENCY_MAP", textureProperty.texture); + material.SetFloat("_TRANSPARENCY", 1.0f); + } + else + { + material.SetFloat("_TRANSPARENCY", floatProperty); + } + } + else + { + shader = AssetDatabase.LoadAssetAtPath(k_ShaderPath); + if (shader == null) + return; + + material.shader = shader; + } + + foreach (var clip in clips) + { + clip.ClearCurves(); + } + + RemapPropertyFloat(description, material, "base_weight", "_BASE_COLOR_WEIGHT"); + if (description.TryGetProperty("base_color_map", out textureProperty)) + { + SetMaterialTextureProperty("_BASE_COLOR_MAP", material, textureProperty); + } + else if (description.TryGetProperty("base_color", out vectorProperty)) + { + if (QualitySettings.activeColorSpace == ColorSpace.Gamma) + { + vectorProperty.x = Mathf.LinearToGammaSpace(vectorProperty.x); + vectorProperty.y = Mathf.LinearToGammaSpace(vectorProperty.y); + vectorProperty.z = Mathf.LinearToGammaSpace(vectorProperty.z); + vectorProperty.w = Mathf.LinearToGammaSpace(vectorProperty.w); + } + material.SetColor("_BASE_COLOR", vectorProperty); + } + + RemapPropertyFloat(description, material, "reflectivity", "_REFLECTIONS_WEIGHT"); + RemapPropertyTextureOrColor(description, material, "refl_color", "_REFLECTIONS_COLOR"); + RemapPropertyTextureOrFloat(description, material, "metalness", "_METALNESS"); + RemapPropertyTextureOrFloat(description, material, "roughness", "_REFLECTIONS_ROUGHNESS"); + RemapPropertyTextureOrFloat(description, material, "trans_ior", "_REFLECTIONS_IOR"); + RemapPropertyFloat(description, material, "emission", "_EMISSION_WEIGHT"); + RemapPropertyTextureOrColor(description, material, "emit_color", "_EMISSION_COLOR"); + + RemapPropertyFloat(description, material, "bump_map_amt", "_BUMP_MAP_STRENGTH"); + RemapPropertyTexture(description, material, "bump_map", "_BUMP_MAP"); + } + + static void SetMaterialTextureProperty(string propertyName, Material material, + TexturePropertyDescription textureProperty) + { + material.SetTexture(propertyName, textureProperty.texture); + material.SetTextureOffset(propertyName, textureProperty.offset); + material.SetTextureScale(propertyName, textureProperty.scale); + } + + static void RemapPropertyFloat(MaterialDescription description, Material material, string inPropName, + string outPropName) + { + if (description.TryGetProperty(inPropName, out float floatProperty)) + { + material.SetFloat(outPropName, floatProperty); + } + } + + static void RemapPropertyTexture(MaterialDescription description, Material material, string inPropName, + string outPropName) + { + if (description.TryGetProperty(inPropName, out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName, textureProperty.texture); + } + } + + static void RemapPropertyTextureOrColor(MaterialDescription description, Material material, + string inPropName, string outPropName) + { + if (description.TryGetProperty(inPropName + "_map", out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetColor(outPropName, Color.white); + } + else if(description.TryGetProperty(inPropName, out Vector4 color)) + { + material.SetColor(outPropName, color); + } + } + + static void RemapPropertyTextureOrFloat(MaterialDescription description, Material material, + string inPropName, string outPropName) + { + if (description.TryGetProperty(inPropName + "_map", out TexturePropertyDescription textureProperty)) + { + material.SetTexture(outPropName + "_MAP", textureProperty.texture); + material.SetFloat(outPropName, 1.0f); + } + else if(description.TryGetProperty(inPropName, out float floatProperty)) + { + material.SetFloat(outPropName, floatProperty); + } + } + } +} diff --git a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/SketchupMaterialDescriptionPostprocessor.cs b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/SketchupMaterialDescriptionPostprocessor.cs index 3045e02db8e..51f52120a0b 100644 --- a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/SketchupMaterialDescriptionPostprocessor.cs +++ b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/SketchupMaterialDescriptionPostprocessor.cs @@ -1,6 +1,7 @@ using System.IO; using UnityEngine; using UnityEditor.AssetImporters; +using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { @@ -25,7 +26,8 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat if (lowerCasePath != ".skp") return; - var shader = Shader.Find("Universal Render Pipeline/Lit"); + string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(ShaderPathID.Lit)); + var shader = AssetDatabase.LoadAssetAtPath(path); if (shader == null) return; material.shader = shader; diff --git a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/ThreeDSMaterialDescriptionPostprocessor.cs b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/ThreeDSMaterialDescriptionPostprocessor.cs index 6320dca1b72..5a51e477ed5 100644 --- a/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/ThreeDSMaterialDescriptionPostprocessor.cs +++ b/com.unity.render-pipelines.universal/Editor/AssetPostProcessors/ThreeDSMaterialDescriptionPostprocessor.cs @@ -2,6 +2,7 @@ using System.IO; using UnityEngine; using UnityEditor.AssetImporters; +using UnityEngine.Rendering.Universal; namespace UnityEditor.Rendering.Universal { @@ -26,7 +27,8 @@ public void OnPreprocessMaterialDescription(MaterialDescription description, Mat if (lowerCasePath != ".3ds") return; - var shader = Shader.Find("Universal Render Pipeline/Lit"); + string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(ShaderPathID.Lit)); + var shader = AssetDatabase.LoadAssetAtPath(path); if (shader == null) return; material.shader = shader; diff --git a/com.unity.render-pipelines.universal/Editor/DefaultScene.meta b/com.unity.render-pipelines.universal/Editor/DefaultScene.meta new file mode 100644 index 00000000000..48da377e1ee --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/DefaultScene.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 0660d0bf211d87048b02c8eca725dee2 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Editor/DefaultScene/UniversalProjectSettings.cs b/com.unity.render-pipelines.universal/Editor/DefaultScene/UniversalProjectSettings.cs new file mode 100644 index 00000000000..82c3da0bb6a --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/DefaultScene/UniversalProjectSettings.cs @@ -0,0 +1,72 @@ +using System.IO; +using UnityEngine; +using UnityEditorInternal; + +namespace UnityEditor.Rendering.Universal +{ + internal class UniversalProjectSettings : ScriptableObject + { + public static string filePath => "ProjectSettings/URPProjectSettings.asset"; + + //preparing to eventual migration later + enum Version + { + None, + First + } + + [SerializeField] + int m_LastMaterialVersion = k_NeverProcessedMaterialVersion; + + internal const int k_NeverProcessedMaterialVersion = -1; + + public static int materialVersionForUpgrade + { + get => instance.m_LastMaterialVersion; + set + { + instance.m_LastMaterialVersion = value; + Save(); + } + } + + //singleton pattern + static UniversalProjectSettings s_Instance; + static UniversalProjectSettings instance => s_Instance ?? CreateOrLoad(); + UniversalProjectSettings() + { + s_Instance = this; + } + + static UniversalProjectSettings CreateOrLoad() + { + //try load + InternalEditorUtility.LoadSerializedFileAndForget(filePath); + + //else create + if (s_Instance == null) + { + UniversalProjectSettings created = CreateInstance(); + created.hideFlags = HideFlags.HideAndDontSave; + } + + System.Diagnostics.Debug.Assert(s_Instance != null); + return s_Instance; + } + + static void Save() + { + if (s_Instance == null) + { + Debug.Log("Cannot save ScriptableSingleton: no instance!"); + return; + } + + string folderPath = Path.GetDirectoryName(filePath); + if (!Directory.Exists(folderPath)) + Directory.CreateDirectory(folderPath); + + InternalEditorUtility.SaveToSerializedFileAndForget(new[] { s_Instance }, filePath, allowTextSerialization: true); + } + } +} diff --git a/com.unity.render-pipelines.universal/Editor/DefaultScene/UniversalProjectSettings.cs.meta b/com.unity.render-pipelines.universal/Editor/DefaultScene/UniversalProjectSettings.cs.meta new file mode 100644 index 00000000000..183940f0706 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/DefaultScene/UniversalProjectSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 247994e1f5a72c2419c26a37e9334c01 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Editor/ForwardRendererDataEditor.cs b/com.unity.render-pipelines.universal/Editor/ForwardRendererDataEditor.cs index e38aba9d60a..cf1a37de93d 100644 --- a/com.unity.render-pipelines.universal/Editor/ForwardRendererDataEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/ForwardRendererDataEditor.cs @@ -11,7 +11,10 @@ namespace UnityEditor.Rendering.Universal private static class Styles { public static readonly GUIContent RendererTitle = new GUIContent("Forward Renderer", "Custom Forward Renderer for Universal RP."); - public static readonly GUIContent OpaqueMask = new GUIContent("Default Layer Mask", "Controls which layers to globally include in the Custom Forward Renderer."); + public static readonly GUIContent PostProcessLabel = new GUIContent("Post Process Data", "The asset containing references to shaders and Textures that the Renderer uses for post-processing."); + public static readonly GUIContent FilteringLabel = new GUIContent("Filtering", "Controls filter rendering settings for this renderer."); + public static readonly GUIContent OpaqueMask = new GUIContent("Opaque Layer Mask", "Controls which opaque layers this renderer draws."); + public static readonly GUIContent TransparentMask = new GUIContent("Transparent Layer Mask", "Controls which transparent layers this renderer draws."); public static readonly GUIContent defaultStencilStateLabel = EditorGUIUtility.TrTextContent("Default Stencil State", "Configure stencil state for the opaque and transparent render passes."); public static readonly GUIContent shadowTransparentReceiveLabel = EditorGUIUtility.TrTextContent("Transparent Receive Shadows", "When disabled, none of the transparent objects will receive shadows."); } @@ -39,19 +42,28 @@ public override void OnInspectorGUI() EditorGUILayout.Space(); EditorGUILayout.LabelField(Styles.RendererTitle, EditorStyles.boldLabel); // Title - EditorGUI.BeginChangeCheck(); + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_PostProcessData, Styles.PostProcessLabel); + EditorGUI.indentLevel--; + EditorGUILayout.Space(); + + EditorGUILayout.LabelField(Styles.FilteringLabel, EditorStyles.boldLabel); + EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_OpaqueLayerMask, Styles.OpaqueMask); - if (EditorGUI.EndChangeCheck()) // We copy the opaque mask to the transparent mask, later we might expose both - m_TransparentLayerMask.intValue = m_OpaqueLayerMask.intValue; - EditorGUILayout.PropertyField(m_PostProcessData); + EditorGUILayout.PropertyField(m_TransparentLayerMask, Styles.TransparentMask); + EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Shadows", EditorStyles.boldLabel); + EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_ShadowTransparentReceiveProp, Styles.shadowTransparentReceiveLabel); + EditorGUI.indentLevel--; EditorGUILayout.Space(); EditorGUILayout.LabelField("Overrides", EditorStyles.boldLabel); + EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_DefaultStencilState, Styles.defaultStencilStateLabel, true); + EditorGUI.indentLevel--; EditorGUILayout.Space(); serializedObject.ApplyModifiedProperties(); diff --git a/com.unity.render-pipelines.universal/Editor/MaterialPostprocessor.cs b/com.unity.render-pipelines.universal/Editor/MaterialPostprocessor.cs deleted file mode 100644 index 878fafed753..00000000000 --- a/com.unity.render-pipelines.universal/Editor/MaterialPostprocessor.cs +++ /dev/null @@ -1,299 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Reflection; -using UnityEditor.Rendering.Universal.ShaderGUI; -using UnityEngine; -using UnityEngine.Rendering.Universal; - -namespace UnityEditor.Rendering.Universal -{ - class MaterialModificationProcessor : AssetModificationProcessor - { - static void OnWillCreateAsset(string asset) - { - if (!asset.ToLowerInvariant().EndsWith(".mat")) - { - return; - } - MaterialPostprocessor.s_CreatedAssets.Add(asset); - } - } - - class MaterialReimporter : Editor - { - const string Key = "LWRP-material-upgrader"; - - // Upgrade materials only after we compiled shaders. - // This fixes a case that caused ReloadAllNullIn to be called before shaders finished compiling. - [Callbacks.DidReloadScripts] - static void ReimportAllMaterials() - { - //Check to see if the upgrader has been run for this project/LWRP version - PackageManager.PackageInfo lwrpInfo = PackageManager.PackageInfo.FindForAssembly(Assembly.GetAssembly(typeof(UniversalRenderPipeline))); - var lwrpVersion = lwrpInfo.version; - var curUpgradeVersion = PlayerPrefs.GetString(Key); - - if (curUpgradeVersion != lwrpVersion) - { - string[] guids = AssetDatabase.FindAssets("t:material", null); - - foreach (var asset in guids) - { - var path = AssetDatabase.GUIDToAssetPath(asset); - AssetDatabase.ImportAsset(path); - } - PlayerPrefs.SetString(Key, lwrpVersion); - } - } - } - - class MaterialPostprocessor : AssetPostprocessor - { - public static List s_CreatedAssets = new List(); - - static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) - { - var upgradeLog = "UniversalRP Material log:"; - var upgradeCount = 0; - - foreach (var asset in importedAssets) - { - - if (!asset.ToLowerInvariant().EndsWith(".mat")) - { - continue; - } - - var material = (Material)AssetDatabase.LoadAssetAtPath(asset, typeof(Material)); - if (!ShaderUtils.IsLWShader(material.shader)) - { - continue; - } - - ShaderPathID id = ShaderUtils.GetEnumFromPath(material.shader.name); - var wasUpgraded = false; - var assetVersions = AssetDatabase.LoadAllAssetsAtPath(asset); - AssetVersion assetVersion = null; - foreach (var subAsset in assetVersions) - { - if(subAsset.GetType() == typeof(AssetVersion)) - assetVersion = subAsset as AssetVersion; - } - var debug = "\n" + material.name; - - if (!assetVersion) - { - wasUpgraded = true; - assetVersion = ScriptableObject.CreateInstance(); - if (s_CreatedAssets.Contains(asset)) - { - assetVersion.version = k_Upgraders.Length; - s_CreatedAssets.Remove(asset); - InitializeLatest(material, id); - } - else - { - assetVersion.version = 0; - } - - assetVersion.hideFlags = HideFlags.HideInHierarchy | HideFlags.HideInInspector | HideFlags.NotEditable; - AssetDatabase.AddObjectToAsset(assetVersion, asset); - debug += " initialized."; - } - - while (assetVersion.version < k_Upgraders.Length) - { - k_Upgraders[assetVersion.version](material, id); - debug += $" upgrading:v{assetVersion.version} to v{assetVersion.version + 1}"; - assetVersion.version++; - wasUpgraded = true; - } - - if (wasUpgraded) - { - upgradeLog += debug; - upgradeCount++; - EditorUtility.SetDirty(assetVersion); - } - } - - // Don't print the log as we don't have any way to figure out if a material us upgraded or just created - //if(upgradeCount > 0) - // Debug.Log(upgradeLog); - } - - static readonly Action[] k_Upgraders = { UpgradeV1 }; - - static void InitializeLatest(Material material, ShaderPathID id) - { - - } - - static void UpgradeV1(Material material, ShaderPathID shaderID) - { - var shaderPath = ShaderUtils.GetShaderPath(shaderID); - var upgradeFlag = MaterialUpgrader.UpgradeFlags.LogMessageWhenNoUpgraderFound; - - switch (shaderID) - { - case ShaderPathID.Unlit: - MaterialUpgrader.Upgrade(material, new UnlitUpdaterV1(shaderPath), upgradeFlag); - UnlitShader.SetMaterialKeywords(material); - break; - case ShaderPathID.SimpleLit: - MaterialUpgrader.Upgrade(material, new SimpleLitUpdaterV1(shaderPath), upgradeFlag); - SimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords); - break; - case ShaderPathID.Lit: - MaterialUpgrader.Upgrade(material, new LitUpdaterV1(shaderPath), upgradeFlag); - LitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords); - break; - case ShaderPathID.ParticlesLit: - MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag); - ParticlesLitShader.SetMaterialKeywords(material, LitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords); - break; - case ShaderPathID.ParticlesSimpleLit: - MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag); - ParticlesSimpleLitShader.SetMaterialKeywords(material, SimpleLitGUI.SetMaterialKeywords, ParticleGUI.SetMaterialKeywords); - break; - case ShaderPathID.ParticlesUnlit: - MaterialUpgrader.Upgrade(material, new ParticleUpdaterV1(shaderPath), upgradeFlag); - ParticlesUnlitShader.SetMaterialKeywords(material, null, ParticleGUI.SetMaterialKeywords); - break; - } - } - } - - // Upgaders v1 - #region UpgradersV1 - - internal class LitUpdaterV1 : MaterialUpgrader - { - public static void UpdateLitDetails(Material material) - { - if (material == null) - throw new ArgumentNullException("material"); - - if(material.GetTexture("_MetallicGlossMap") || material.GetTexture("_SpecGlossMap") || material.GetFloat("_SmoothnessTextureChannel") >= 0.5f) - material.SetFloat("_Smoothness", material.GetFloat("_GlossMapScale")); - else - material.SetFloat("_Smoothness", material.GetFloat("_Glossiness")); - - } - - public LitUpdaterV1(string oldShaderName) - { - if (oldShaderName == null) - throw new ArgumentNullException("oldShaderName"); - - string standardShaderPath = ShaderUtils.GetShaderPath(ShaderPathID.Lit); - - RenameShader(oldShaderName, standardShaderPath, UpdateLitDetails); - - RenameTexture("_MainTex", "_BaseMap"); - RenameColor("_Color", "_BaseColor"); - RenameFloat("_GlossyReflections", "_EnvironmentReflections"); - } - } - - internal class UnlitUpdaterV1 : MaterialUpgrader - { - static Shader bakedLit = Shader.Find(ShaderUtils.GetShaderPath(ShaderPathID.BakedLit)); - - public static void UpgradeToUnlit(Material material) - { - if (material == null) - throw new ArgumentNullException("material"); - - if (material.GetFloat("_SampleGI") != 0) - { - material.shader = bakedLit; - material.EnableKeyword("_NORMALMAP"); - } - } - - public UnlitUpdaterV1(string oldShaderName) - { - if (oldShaderName == null) - throw new ArgumentNullException("oldShaderName"); - - RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.Unlit), UpgradeToUnlit); - - RenameTexture("_MainTex", "_BaseMap"); - RenameColor("_Color", "_BaseColor"); - } - } - - internal class SimpleLitUpdaterV1 : MaterialUpgrader - { - public SimpleLitUpdaterV1(string oldShaderName) - { - if (oldShaderName == null) - throw new ArgumentNullException("oldShaderName"); - - RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SimpleLit), UpgradeToSimpleLit); - - RenameTexture("_MainTex", "_BaseMap"); - RenameColor("_Color", "_BaseColor"); - RenameFloat("_SpecSource", "_SpecularHighlights"); - RenameFloat("_Shininess", "_Smoothness"); - } - - public static void UpgradeToSimpleLit(Material material) - { - if (material == null) - throw new ArgumentNullException("material"); - - var smoothnessSource = 1 - (int)material.GetFloat("_GlossinessSource"); - material.SetFloat("_SmoothnessSource" ,smoothnessSource); - if (material.GetTexture("_SpecGlossMap") == null) - { - var col = material.GetColor("_SpecColor"); - var colBase = material.GetColor("_Color"); - var smoothness = material.GetFloat("_Shininess"); - - if (material.GetFloat("_Surface") == 0) - { - if (smoothnessSource == 1) - colBase.a = smoothness; - else - col.a = smoothness; - material.SetColor("_BaseColor", colBase); - } - - material.SetColor("_BaseColor", colBase); - material.SetColor("_SpecColor", col); - } - } - } - - internal class ParticleUpdaterV1 : MaterialUpgrader - { - public ParticleUpdaterV1(string shaderName) - { - if (shaderName == null) - throw new ArgumentNullException("oldShaderName"); - - RenameShader(shaderName, shaderName, ParticleUpgrader.UpdateSurfaceBlendModes); - - RenameTexture("_MainTex", "_BaseMap"); - RenameColor("_Color", "_BaseColor"); - RenameFloat("_FlipbookMode", "_FlipbookBlending"); - - switch (ShaderUtils.GetEnumFromPath(shaderName)) - { - case ShaderPathID.ParticlesLit: - RenameFloat("_Glossiness", "_Smoothness"); - break; - case ShaderPathID.ParticlesSimpleLit: - RenameFloat("_Glossiness", "_Smoothness"); - break; - case ShaderPathID.ParticlesUnlit: - break; - } - } - } - - #endregion - -} diff --git a/com.unity.render-pipelines.universal/Editor/Overrides/BloomEditor.cs b/com.unity.render-pipelines.universal/Editor/Overrides/BloomEditor.cs index b72351ab73c..922e3de401e 100644 --- a/com.unity.render-pipelines.universal/Editor/Overrides/BloomEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/Overrides/BloomEditor.cs @@ -13,6 +13,7 @@ sealed class BloomEditor : VolumeComponentEditor SerializedDataParameter m_Clamp; SerializedDataParameter m_Tint; SerializedDataParameter m_HighQualityFiltering; + SerializedDataParameter m_SkipIterations; SerializedDataParameter m_DirtTexture; SerializedDataParameter m_DirtIntensity; @@ -26,6 +27,7 @@ public override void OnEnable() m_Clamp = Unpack(o.Find(x => x.clamp)); m_Tint = Unpack(o.Find(x => x.tint)); m_HighQualityFiltering = Unpack(o.Find(x => x.highQualityFiltering)); + m_SkipIterations = Unpack(o.Find(x => x.skipIterations)); m_DirtTexture = Unpack(o.Find(x => x.dirtTexture)); m_DirtIntensity = Unpack(o.Find(x => x.dirtIntensity)); } @@ -44,6 +46,8 @@ public override void OnInspectorGUI() if (m_HighQualityFiltering.overrideState.boolValue && m_HighQualityFiltering.value.boolValue && CoreEditorUtils.buildTargets.Contains(GraphicsDeviceType.OpenGLES2)) EditorGUILayout.HelpBox("High Quality Bloom isn't supported on GLES2 platforms.", MessageType.Warning); + PropertyField(m_SkipIterations); + EditorGUILayout.LabelField("Lens Dirt", EditorStyles.miniLabel); PropertyField(m_DirtTexture); diff --git a/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs b/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs index 2b26a4e8528..2df562d49cf 100644 --- a/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/RenderStateDataEditor.cs @@ -21,10 +21,10 @@ class Styles new GUIContent("Pass", "What happens to the stencil value when passing."); public static readonly GUIContent stencilFail = - new GUIContent("Fail", "What happens the the stencil value when failing."); + new GUIContent("Fail", "What happens to the stencil value when failing."); public static readonly GUIContent stencilZFail = - new GUIContent("Z Fail", "What happens the the stencil value when failing Z testing."); + new GUIContent("Z Fail", "What happens to the stencil value when failing Z testing."); } private bool firstTime = true; diff --git a/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs b/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs index 9ebc06aa0c0..47a6b8bf5ba 100644 --- a/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/RendererFeatures/RenderObjectsPassFeatureEditor.cs @@ -17,23 +17,23 @@ internal class Styles //Headers public static GUIContent filtersHeader = new GUIContent("Filters", "Settings that control which objects should be rendered."); public static GUIContent renderHeader = new GUIContent("Overrides", "Different parts of the rendering that you can choose to override."); - + //Filters public static GUIContent renderQueueFilter = new GUIContent("Queue", "Only render objects in the selected render queue range."); public static GUIContent layerMask = new GUIContent("Layer Mask", "Only render objects in a layer that match the given layer mask."); - public static GUIContent shaderPassFilter = new GUIContent("Shader Passes", "Controls which shader passes to use when rendering objects. The name given here must match the LightMode tag in a shader pass."); - + public static GUIContent shaderPassFilter = new GUIContent("LightMode Tags", "Controls which shader passes to render by filtering by LightMode tag."); + //Render Options public static GUIContent overrideMaterial = new GUIContent("Material", "Choose an override material, every renderer will be rendered with this material."); public static GUIContent overrideMaterialPass = new GUIContent("Pass Index", "The pass index for the override material to use."); - + //Depth Settings public static GUIContent overrideDepth = new GUIContent("Depth", "Override depth rendering."); public static GUIContent writeDepth = new GUIContent("Write Depth", "Choose to write depth to the screen."); public static GUIContent depthState = new GUIContent("Depth Test", "Choose a new depth test function."); //Camera Settings - public static GUIContent overrideCamera = new GUIContent("Camera", "Override camera matrices."); + public static GUIContent overrideCamera = new GUIContent("Camera", "Override camera matrices. Toggling this setting will make camera use perspective projection."); public static GUIContent cameraFOV = new GUIContent("Field Of View", "The camera's view angle measured in degrees along vertical axis."); public static GUIContent positionOffset = new GUIContent("Position Offset", "Position offset to apply to the original camera's position."); public static GUIContent restoreCamera = new GUIContent("Restore", "Restore to the original camera matrices after the execution of the render passes added by this feature."); @@ -71,7 +71,6 @@ internal class Styles private SerializedProperty m_CameraOffset; private SerializedProperty m_RestoreCamera; - private ReorderableList m_ShaderPassesList; private List m_properties = new List(); private void Init(SerializedProperty property) @@ -113,27 +112,6 @@ private void Init(SerializedProperty property) m_properties.Add(property.serializedObject); } - private void CreateShaderPassList() - { - m_ShaderPassesList = new ReorderableList(null, m_ShaderPasses, false, true, true, true); - - m_ShaderPassesList.drawElementCallback = - (Rect rect, int index, bool isActive, bool isFocused) => - { - var element = m_ShaderPassesList.serializedProperty.GetArrayElementAtIndex(index); - var propRect = new Rect(rect.x, rect.y, rect.width, EditorGUIUtility.singleLineHeight); - var labelWidth = EditorGUIUtility.labelWidth; - EditorGUIUtility.labelWidth = 50; - element.stringValue = EditorGUI.TextField(propRect, "Name", element.stringValue); - EditorGUIUtility.labelWidth = labelWidth; - }; - - m_ShaderPassesList.drawHeaderCallback = (Rect testHeaderRect) => - { - EditorGUI.LabelField(testHeaderRect, Styles.shaderPassFilter); - }; - } - public override void OnGUI(Rect rect, SerializedProperty property, GUIContent label) { rect.height = EditorGUIUtility.singleLineHeight; @@ -143,7 +121,6 @@ public override void OnGUI(Rect rect, SerializedProperty property, GUIContent la if (!m_properties.Contains(property.serializedObject)) { Init(property); - CreateShaderPassList(); } var passName = property.serializedObject.FindProperty("m_Name").stringValue; @@ -201,9 +178,9 @@ void DoFilters(ref Rect rect) EditorGUI.PropertyField(rect, m_LayerMask, Styles.layerMask); rect.y += Styles.defaultLineSpace; //Shader pass list + EditorGUI.PropertyField(rect, m_ShaderPasses, Styles.shaderPassFilter, true); + rect.y += EditorGUI.GetPropertyHeight(m_ShaderPasses); EditorGUI.indentLevel--; - m_ShaderPassesList.DoList(rect); - rect.y += m_ShaderPassesList.GetHeight(); } } @@ -268,20 +245,19 @@ public override float GetPropertyHeight(SerializedProperty property, GUIContent { float height = Styles.defaultLineSpace; - if (m_properties.Contains(property.serializedObject)) + Init(property); + height += Styles.defaultLineSpace * (m_FiltersFoldout.value ? m_FilterLines : 1); + height += m_FiltersFoldout.value ? EditorGUI.GetPropertyHeight(m_ShaderPasses) : 0; + + height += Styles.defaultLineSpace; // add line for overrides dropdown + if (m_RenderFoldout.value) { - height += Styles.defaultLineSpace * (m_FiltersFoldout.value ? m_FilterLines : 1); - height += m_FiltersFoldout.value ? m_ShaderPassesList.GetHeight() : 0; - - height += Styles.defaultLineSpace; // add line for overrides dropdown - if (m_RenderFoldout.value) - { - height += Styles.defaultLineSpace * (m_OverrideMaterial.objectReferenceValue != null ? m_MaterialLines : 1); - height += Styles.defaultLineSpace * (m_OverrideDepth.boolValue ? m_DepthLines : 1); - height += EditorGUI.GetPropertyHeight(m_OverrideStencil); - height += Styles.defaultLineSpace * (m_OverrideCamera.boolValue ? m_CameraLines : 1); - } + height += Styles.defaultLineSpace * (m_OverrideMaterial.objectReferenceValue != null ? m_MaterialLines : 1); + height += Styles.defaultLineSpace * (m_OverrideDepth.boolValue ? m_DepthLines : 1); + height += EditorGUI.GetPropertyHeight(m_OverrideStencil); + height += Styles.defaultLineSpace * (m_OverrideCamera.boolValue ? m_CameraLines : 1); } + return height; } diff --git a/com.unity.render-pipelines.universal/Editor/ScriptableRendererDataEditor.cs b/com.unity.render-pipelines.universal/Editor/ScriptableRendererDataEditor.cs index ca85b20c732..a6bd2fe7555 100644 --- a/com.unity.render-pipelines.universal/Editor/ScriptableRendererDataEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/ScriptableRendererDataEditor.cs @@ -1,13 +1,8 @@ using System; -using System.Linq; -using System.Collections.Generic; -using System.Reflection; -using UnityEditorInternal; +using System.Text.RegularExpressions; using UnityEngine; using UnityEngine.Rendering.Universal; -using System.Text.RegularExpressions; using UnityEngine.Scripting.APIUpdating; -using Object = UnityEngine.Object; namespace UnityEditor.Rendering.Universal { @@ -18,11 +13,14 @@ class Styles { public static readonly GUIContent RenderFeatures = new GUIContent("Renderer Features", - "Features to include in this renderer.\nTo add or remove features, use the plus and minus at the bottom of this box."); + "Features to include in this renderer.\nTo add or remove features, use the plus and minus at the bottom of this box."); public static readonly GUIContent PassNameField = new GUIContent("Name", "Render pass name. This name is the name displayed in Frame Debugger."); + public static readonly GUIContent MissingFeature = new GUIContent("Missing RendererFeature", + "Missing reference, due to compilation issues or missing files. you can attempt auto fix or choose to remove the feature."); + public static GUIStyle BoldLabelSimple; static Styles() @@ -32,234 +30,218 @@ static Styles() } } - SavedBool[] m_Foldouts; - SerializedProperty m_RenderPasses; + private SerializedProperty m_RenderPasses; + private SerializedProperty m_RenderPassMap; + private SerializedProperty m_FalseBool; + private bool m_SaveAsset; + [SerializeField] private bool falseBool = false; - ReorderableList m_PassesList; - List m_ElementSOs = new List(); - - SerializedObject GetElementSO(int index) + private void OnEnable() { - if (m_ElementSOs.Count != m_RenderPasses.arraySize || m_ElementSOs[index] == null) - { - m_ElementSOs.Clear(); - for (int i = 0; i < m_RenderPasses.arraySize; i++) - { - var obj = m_RenderPasses.GetArrayElementAtIndex(i)?.objectReferenceValue; - m_ElementSOs.Add(obj != null ? new SerializedObject(obj) : null); - } - } - - m_ElementSOs[index].Update(); - return m_ElementSOs[index]; + m_RenderPasses = serializedObject.FindProperty(nameof(ScriptableRendererData.m_RendererFeatures)); + m_RenderPassMap = serializedObject.FindProperty(nameof(ScriptableRendererData.m_RendererFeatureMap)); + var editorObj = new SerializedObject(this); + m_FalseBool = editorObj.FindProperty(nameof(falseBool)); } - private void OnValidate() + public override void OnInspectorGUI() { - m_RenderPasses = serializedObject.FindProperty("m_RendererFeatures"); - CreateFoldoutBools(); - - m_PassesList = new ReorderableList(m_RenderPasses.serializedObject, - m_RenderPasses, - true, - true, - true, - true); + if(m_RenderPasses == null) + OnEnable(); + serializedObject.Update(); + DrawRendererFeatureList(); - m_PassesList.drawElementCallback += DrawElementCallback; + if(serializedObject.hasModifiedProperties) + serializedObject.ApplyModifiedProperties(); - m_PassesList.elementHeightCallback = (index) => + if (m_SaveAsset) { - var height = EditorUtils.Styles.defaultLineSpace + (EditorGUIUtility.standardVerticalSpacing * 2); + m_SaveAsset = false; + EditorUtility.SetDirty(target); + AssetDatabase.SaveAssets(); + } + } - var element = m_PassesList.serializedProperty.GetArrayElementAtIndex(index); - if (element.objectReferenceValue == null) - return height; + private void DrawRendererFeatureList() + { + EditorGUILayout.LabelField(Styles.RenderFeatures, EditorStyles.boldLabel); + EditorGUILayout.Space(); - if (m_Foldouts[index].value) + if (m_RenderPasses.arraySize == 0) + { + EditorGUILayout.HelpBox("No Renderer Features added", MessageType.Info); + } + else + { + //Draw List + CoreEditorUtils.DrawSplitter(); + for (int i = 0; i < m_RenderPasses.arraySize; i++) { - height += EditorUtils.Styles.defaultLineSpace; - var serializedObject = GetElementSO(index); - var settingsProp = serializedObject.FindProperty("settings"); - if (settingsProp != null) - { - return height + EditorGUI.GetPropertyHeight(settingsProp) + - EditorGUIUtility.standardVerticalSpacing; - } + var prop = m_RenderPasses.GetArrayElementAtIndex(i); + DrawRendererFeature(i, ref prop); + CoreEditorUtils.DrawSplitter(); } - return height; - }; - - m_PassesList.onAddCallback = AddPass; - m_PassesList.onRemoveCallback = RemovePass; - m_PassesList.onReorderCallbackWithDetails = ReorderPass; + } + EditorGUILayout.Space(); - m_PassesList.drawHeaderCallback = (Rect testHeaderRect) => { - GUI.Label(testHeaderRect, Styles.RenderFeatures); - }; + //Add renderer + if (GUILayout.Button("Add Renderer Feature", EditorStyles.miniButton)) + { + AddPassMenu(); + } } - void DrawElementCallback(Rect rect, int index, bool isActive, bool isFocused) + private void DrawRendererFeature(int index, ref SerializedProperty prop) { - if(index % 2 != 0) - EditorGUI.DrawRect(new Rect(rect.x - 19f, rect.y, rect.width + 23f, rect.height), new Color(0, 0, 0, 0.1f)); - - EditorGUI.BeginChangeCheck(); - var element = m_PassesList.serializedProperty.GetArrayElementAtIndex(index); - var propRect = new Rect(rect.x, - rect.y + EditorGUIUtility.standardVerticalSpacing, - rect.width, - EditorGUIUtility.singleLineHeight); - var headerRect = new Rect(rect.x, - rect.y + EditorGUIUtility.standardVerticalSpacing, - rect.width, - EditorGUIUtility.singleLineHeight); - - if (element.objectReferenceValue != null) + var obj = prop.objectReferenceValue; + var title = ObjectNames.GetInspectorTitle(obj); + + if (obj != null) { - // Get the type and append that to the name - name = $"{element.objectReferenceValue.name} ({element.objectReferenceValue.GetType().Name})"; - - GUIContent header = new GUIContent(name, - element.objectReferenceValue.GetType().Name); - m_Foldouts[index].value = - EditorGUI.Foldout(headerRect, - m_Foldouts[index].value, - GUIContent.none, - true, - Styles.BoldLabelSimple); - GUI.Label(headerRect, header, Styles.BoldLabelSimple); - if (m_Foldouts[index].value) + var editor = CreateEditor(obj); + var serializedFeature = new SerializedObject(obj); + // Foldout header + EditorGUI.BeginChangeCheck(); + var displayContent = CoreEditorUtils.DrawHeaderToggle( + title, + prop, + serializedFeature.FindProperty("m_Active"), + pos => OnContextClick(pos, index) + ); + if (EditorGUI.EndChangeCheck()) + m_SaveAsset = true; + + // ObjectEditor + if (displayContent) { - EditorGUI.indentLevel++; - propRect.y += EditorUtils.Styles.defaultLineSpace; EditorGUI.BeginChangeCheck(); - var objName = EditorGUI.DelayedTextField(propRect, Styles.PassNameField, - element.objectReferenceValue.name); - if (EditorGUI.EndChangeCheck()) - { - objName = ValidatePassName(objName); - element.objectReferenceValue.name = objName; - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target)); - } - - var elementSO = GetElementSO(index); - SerializedProperty settings = elementSO.FindProperty("settings"); - - EditorGUI.BeginChangeCheck(); - if (settings != null) - { - propRect.y += EditorUtils.Styles.defaultLineSpace; - EditorGUI.PropertyField(propRect, settings, true); - } - + var propertyName = serializedFeature.FindProperty("m_Name"); + propertyName.stringValue = ValidateName(EditorGUILayout.DelayedTextField(Styles.PassNameField, propertyName.stringValue)); if (EditorGUI.EndChangeCheck()) - elementSO.ApplyModifiedProperties(); - EditorGUI.indentLevel--; + m_SaveAsset = true; + editor.DrawDefaultInspector(); } + + //Save the changed data + if (!serializedFeature.hasModifiedProperties) return; + serializedFeature.ApplyModifiedProperties(); + m_SaveAsset = true; } else { - EditorGUI.ObjectField(propRect, element, GUIContent.none); - } - - if (EditorGUI.EndChangeCheck()) - { - element.serializedObject.ApplyModifiedProperties(); + CoreEditorUtils.DrawHeaderToggle( + Styles.MissingFeature, + prop, + m_FalseBool, + pos => OnContextClick(pos, index) + ); + m_FalseBool.boolValue = false; // always make sure false bool is false + EditorGUILayout.HelpBox(Styles.MissingFeature.tooltip, MessageType.Error); + if (GUILayout.Button("Attempt Fix", EditorStyles.miniButton)) + { + var data = target as ScriptableRendererData; + data.ValidateRendererFeatures(); + } } } - public override void OnInspectorGUI() + private void OnContextClick(Vector2 position, int id) { - serializedObject.Update(); + var menu = new GenericMenu(); - if(m_PassesList == null) - OnValidate(); - if(m_RenderPasses.arraySize != m_Foldouts.Length) - CreateFoldoutBools(); + if (id == 0) + menu.AddDisabledItem(EditorGUIUtility.TrTextContent("Move Up")); + else + menu.AddItem(EditorGUIUtility.TrTextContent("Move Up"), false, () => MoveComponent(id, -1)); - m_PassesList.DoLayoutList(); + if (id == m_RenderPasses.arraySize - 1) + menu.AddDisabledItem(EditorGUIUtility.TrTextContent("Move Down")); + else + menu.AddItem(EditorGUIUtility.TrTextContent("Move Down"), false, () => MoveComponent(id, 1)); - serializedObject.ApplyModifiedProperties(); - } + menu.AddSeparator(string.Empty); + menu.AddItem(EditorGUIUtility.TrTextContent("Remove"), false, () => RemoveComponent(id)); - private void CreateFoldoutBools() - { - m_Foldouts = new SavedBool[m_RenderPasses.arraySize]; - for (var i = 0; i < m_RenderPasses.arraySize; i++) - { - var name = m_RenderPasses.serializedObject.targetObject.name; - m_Foldouts[i] = - new SavedBool($"{name}.ELEMENT{i.ToString()}.PassFoldout", false); - } + menu.DropDown(new Rect(position, Vector2.zero)); } - private void AddPass(ReorderableList list) + private void AddPassMenu() { var menu = new GenericMenu(); - -#if UNITY_2019_2_OR_NEWER var types = TypeCache.GetTypesDerivedFrom(); foreach (Type type in types) { string path = GetMenuNameFromType(type); - menu.AddItem(new GUIContent(path), false, AddPassHandler, type.Name); + menu.AddItem(new GUIContent(path), false, AddComponent, type.Name); } -#else - Assembly[] assemblies = AppDomain.CurrentDomain.GetAssemblies(); - foreach (Assembly assembly in assemblies) - { - Type[] types; - try - { - types = assembly.GetTypes(); - } - catch (ReflectionTypeLoadException e) - { - types = e.Types; - } - foreach (Type type in types.Where(t => t != null)) - { - if (type.IsSubclassOf(typeof(ScriptableRendererFeature))) - { - string path = GetMenuNameFromType(type); - menu.AddItem(new GUIContent(path), false, AddPassHandler, type.Name); - } - } - } -#endif menu.ShowAsContext(); } - private void RemovePass(ReorderableList list) + private void AddComponent(object type) { - var obj = m_RenderPasses.GetArrayElementAtIndex(list.index).objectReferenceValue; - if (obj != null) + serializedObject.Update(); + + var component = CreateInstance((string)type); + component.name = $"New{(string)type}"; + Undo.RegisterCreatedObjectUndo(component, "Add Renderer Feature"); + + // Store this new effect as a sub-asset so we can reference it safely afterwards + // Only when we're not dealing with an instantiated asset + if (EditorUtility.IsPersistent(target)) + AssetDatabase.AddObjectToAsset(component, target); + AssetDatabase.TryGetGUIDAndLocalFileIdentifier(component, out var guid, out long localId); + + // Grow the list first, then add - that's how serialized lists work in Unity + m_RenderPasses.arraySize++; + var componentProp = m_RenderPasses.GetArrayElementAtIndex(m_RenderPasses.arraySize - 1); + componentProp.objectReferenceValue = component; + + // Update GUID Map + m_RenderPassMap.arraySize++; + var guidProp = m_RenderPassMap.GetArrayElementAtIndex(m_RenderPassMap.arraySize - 1); + guidProp.longValue = localId; + + serializedObject.ApplyModifiedProperties(); + + // Force save / refresh + if (EditorUtility.IsPersistent(target)) { - Undo.IncrementCurrentGroup(); - Undo.SetCurrentGroupName($"Delete {obj.name}"); - var groupIndex = Undo.GetCurrentGroup(); - AssetDatabase.ImportAsset(AssetDatabase.GetAssetPath(target)); - ReorderableList.defaultBehaviours.DoRemoveButton(list); - m_RenderPasses.DeleteArrayElementAtIndex(list.index); - m_RenderPasses.serializedObject.ApplyModifiedProperties(); - m_ElementSOs.Clear(); - - Undo.DestroyObjectImmediate(obj); - Undo.CollapseUndoOperations(groupIndex); + m_SaveAsset = true; } + serializedObject.ApplyModifiedProperties(); + } + + private void RemoveComponent(int id) + { + var property = m_RenderPasses.GetArrayElementAtIndex(id); + var component = property.objectReferenceValue; + property.objectReferenceValue = null; + + Undo.SetCurrentGroupName(component == null ? "Remove Renderer Feature" : $"Remove {component.name}"); + + // remove the array index itself from the list + m_RenderPasses.DeleteArrayElementAtIndex(id); + m_RenderPassMap.DeleteArrayElementAtIndex(id); + serializedObject.ApplyModifiedProperties(); + + // Destroy the setting object after ApplyModifiedProperties(). If we do it before, redo + // actions will be in the wrong order and the reference to the setting object in the + // list will be lost. + if (component != null) { Undo.DestroyObjectImmediate(component); } + + // Force save / refresh + m_SaveAsset = true; } - private void ReorderPass(ReorderableList list, int oldIndex, int newIndex) + private void MoveComponent(int id, int offset) { - var item = m_ElementSOs[oldIndex]; - m_ElementSOs.RemoveAt(oldIndex); - m_ElementSOs.Insert(newIndex, item); - - var oldHeaderState = m_Foldouts[oldIndex].value; - var newHeaderState = m_Foldouts[newIndex].value; - m_Foldouts[oldIndex].value = newHeaderState; - m_Foldouts[newIndex].value = oldHeaderState; + Undo.SetCurrentGroupName("Move Render Feature"); + serializedObject.Update(); + m_RenderPasses.MoveArrayElement(id, id + offset); + m_RenderPassMap.MoveArrayElement(id, id + offset); + serializedObject.ApplyModifiedProperties(); + // Force save / refresh + m_SaveAsset = true; } private string GetMenuNameFromType(Type type) @@ -276,40 +258,10 @@ private string GetMenuNameFromType(Type type) "([A-Z])([A-Z][a-z])", "$1 $2", RegexOptions.Compiled); } - private string ValidatePassName(string name) + private string ValidateName(string name) { name = Regex.Replace(name, @"[^a-zA-Z0-9 ]", ""); return name; } - - private void AddPassHandler(object pass) - { - m_RenderPasses.serializedObject.ApplyModifiedProperties(); - - if (m_PassesList.serializedProperty != null) - { - Undo.SetCurrentGroupName($"Adding {(string)pass}"); - var groupIndex = Undo.GetCurrentGroup(); - - var asset = AssetDatabase.GetAssetPath(target); - var obj = CreateInstance((string)pass); - obj.name = $"New{obj.GetType().Name}"; - AssetDatabase.AddObjectToAsset(obj, asset); - Undo.RegisterCreatedObjectUndo(obj, obj.name); - - ++m_PassesList.serializedProperty.arraySize; - m_PassesList.index = m_PassesList.serializedProperty.arraySize - 1; - m_PassesList.serializedProperty.serializedObject.ApplyModifiedProperties(); - m_PassesList.serializedProperty.GetArrayElementAtIndex(m_PassesList.index).objectReferenceValue = obj; - m_PassesList.serializedProperty.serializedObject.ApplyModifiedProperties(); - AssetDatabase.ImportAsset(asset); - - Undo.CollapseUndoOperations(groupIndex); - } - m_ElementSOs.Clear(); - GetElementSO(m_PassesList.index); - CreateFoldoutBools(); - EditorUtility.SetDirty(m_RenderPasses.serializedObject.targetObject); - } } } diff --git a/com.unity.render-pipelines.universal/Editor/ScriptableRendererFeatureEditor.cs b/com.unity.render-pipelines.universal/Editor/ScriptableRendererFeatureEditor.cs new file mode 100644 index 00000000000..a0c05de3ca3 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/ScriptableRendererFeatureEditor.cs @@ -0,0 +1,14 @@ +using UnityEngine; +using UnityEngine.Rendering.Universal; + +namespace UnityEditor.Rendering.Universal +{ + [CustomEditor(typeof(ScriptableRendererFeature), true)] + public class ScriptableRendererFeatureEditor : Editor + { + public override void OnInspectorGUI() + { + DrawPropertiesExcluding(serializedObject, "m_Script"); + } + } +} diff --git a/com.unity.render-pipelines.universal/Editor/ScriptableRendererFeatureEditor.cs.meta b/com.unity.render-pipelines.universal/Editor/ScriptableRendererFeatureEditor.cs.meta new file mode 100644 index 00000000000..a1b3d66883a --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/ScriptableRendererFeatureEditor.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 105429ad202549b4840ad53f285c3e94 +timeCreated: 1581686104 \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs b/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs index 3c00f74c790..1b9c95481fb 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGUI/BaseShaderGUI.cs @@ -413,7 +413,10 @@ public static void SetupMaterialBlendMode(Material material) if (material == null) throw new ArgumentNullException("material"); - bool alphaClip = material.GetFloat("_AlphaClip") == 1; + bool alphaClip = false; + if(material.HasProperty("_AlphaClip")) + alphaClip = material.GetFloat("_AlphaClip") >= 0.5; + if (alphaClip) { material.EnableKeyword("_ALPHATEST_ON"); @@ -423,65 +426,66 @@ public static void SetupMaterialBlendMode(Material material) material.DisableKeyword("_ALPHATEST_ON"); } - var queueOffset = 0; // queueOffsetRange; - if(material.HasProperty("_QueueOffset")) - queueOffset = queueOffsetRange - (int) material.GetFloat("_QueueOffset"); - - SurfaceType surfaceType = (SurfaceType)material.GetFloat("_Surface"); - if (surfaceType == SurfaceType.Opaque) + if (material.HasProperty("_Surface")) { - if (alphaClip) + SurfaceType surfaceType = (SurfaceType) material.GetFloat("_Surface"); + if (surfaceType == SurfaceType.Opaque) { - material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.AlphaTest; - material.SetOverrideTag("RenderType", "TransparentCutout"); + if (alphaClip) + { + material.renderQueue = (int) RenderQueue.AlphaTest; + material.SetOverrideTag("RenderType", "TransparentCutout"); + } + else + { + material.renderQueue = (int) RenderQueue.Geometry; + material.SetOverrideTag("RenderType", "Opaque"); + } + + material.renderQueue += material.HasProperty("_QueueOffset") ? (int) material.GetFloat("_QueueOffset") : 0; + material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.Zero); + material.SetInt("_ZWrite", 1); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.SetShaderPassEnabled("ShadowCaster", true); } else { - material.renderQueue = (int)UnityEngine.Rendering.RenderQueue.Geometry; - material.SetOverrideTag("RenderType", "Opaque"); - } - material.renderQueue += queueOffset; - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - material.SetInt("_ZWrite", 1); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - material.SetShaderPassEnabled("ShadowCaster", true); - } - else - { - BlendMode blendMode = (BlendMode)material.GetFloat("_Blend"); - var queue = (int) UnityEngine.Rendering.RenderQueue.Transparent; - - // Specific Transparent Mode Settings - switch (blendMode) - { - case BlendMode.Alpha: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - break; - case BlendMode.Premultiply: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); - material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); - break; - case BlendMode.Additive: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.SrcAlpha); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.One); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - break; - case BlendMode.Multiply: - material.SetInt("_SrcBlend", (int)UnityEngine.Rendering.BlendMode.DstColor); - material.SetInt("_DstBlend", (int)UnityEngine.Rendering.BlendMode.Zero); - material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); - material.EnableKeyword("_ALPHAMODULATE_ON"); - break; + BlendMode blendMode = (BlendMode) material.GetFloat("_Blend"); + + // Specific Transparent Mode Settings + switch (blendMode) + { + case BlendMode.Alpha: + material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Premultiply: + material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.One); + material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.OneMinusSrcAlpha); + material.EnableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Additive: + material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.SrcAlpha); + material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.One); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + break; + case BlendMode.Multiply: + material.SetInt("_SrcBlend", (int) UnityEngine.Rendering.BlendMode.DstColor); + material.SetInt("_DstBlend", (int) UnityEngine.Rendering.BlendMode.Zero); + material.DisableKeyword("_ALPHAPREMULTIPLY_ON"); + material.EnableKeyword("_ALPHAMODULATE_ON"); + break; + } + + // General Transparent Material Settings + material.SetOverrideTag("RenderType", "Transparent"); + material.SetInt("_ZWrite", 0); + material.renderQueue = (int)RenderQueue.Transparent; + material.renderQueue += material.HasProperty("_QueueOffset") ? (int) material.GetFloat("_QueueOffset") : 0; + material.SetShaderPassEnabled("ShadowCaster", false); } - // General Transparent Material Settings - material.SetOverrideTag("RenderType", "Transparent"); - material.SetInt("_ZWrite", 0); - material.renderQueue = queue + queueOffset; - material.SetShaderPassEnabled("ShadowCaster", false); } } diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesLitShader.cs b/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesLitShader.cs index b9b50a371f7..0a584bb3819 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesLitShader.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesLitShader.cs @@ -57,6 +57,11 @@ public override void DrawAdvancedOptions(Material material) materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode); ParticleGUI.FadingOptions(material, materialEditor, particleProps); ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true); + + if (EditorGUI.EndChangeCheck()) + { + MaterialChanged(material); + } } base.DrawAdvancedOptions(material); } diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesSimpleLitShader.cs b/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesSimpleLitShader.cs index 62fdc69fd93..c9779d86c2b 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesSimpleLitShader.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesSimpleLitShader.cs @@ -58,6 +58,11 @@ public override void DrawAdvancedOptions(Material material) materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode); ParticleGUI.FadingOptions(material, materialEditor, particleProps); ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial, true); + + if (EditorGUI.EndChangeCheck()) + { + MaterialChanged(material); + } } base.DrawAdvancedOptions(material); } diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesUnlitShader.cs b/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesUnlitShader.cs index 692edf4ef47..17058da6d4c 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesUnlitShader.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGUI/Shaders/ParticlesUnlitShader.cs @@ -57,6 +57,11 @@ public override void DrawAdvancedOptions(Material material) materialEditor.ShaderProperty(particleProps.flipbookMode, ParticleGUI.Styles.flipbookMode); ParticleGUI.FadingOptions(material, materialEditor, particleProps); ParticleGUI.DoVertexStreamsArea(material, m_RenderersUsingThisMaterial); + + if (EditorGUI.EndChangeCheck()) + { + MaterialChanged(material); + } } base.DrawAdvancedOptions(material); } diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl index 5581ee4c221..b2e1f027047 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/PBRForwardPass.hlsl @@ -1,4 +1,20 @@ -void BuildInputData(Varyings input, float3 normal, out InputData inputData) +// (ASG) Include a few post processing functions from a file. But only the functions. +#define UNIVERSAL_POSTPROCESSING_COMMON_ONLY_INCLUDE_UTILS +#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" + +// (ASG) Used when tonemapping and color grading is done in the forward pass. +#ifdef _COLOR_TRANSFORM_IN_FORWARD + +float4 _Lut_Params; +float4 _UserLut_Params; +TEXTURE2D(_UserLut); +TEXTURE2D(_InternalLut); +SAMPLER(sampler_LinearClamp); +float _TestParam; + +#endif + +void BuildInputData(Varyings input, float3 normal, out InputData inputData) { inputData.positionWS = input.positionWS; #ifdef _NORMALMAP @@ -13,14 +29,16 @@ #elif _NORMAL_DROPOFF_WS inputData.normalWS = normal; #endif - + #else inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); inputData.viewDirectionWS = SafeNormalize(input.viewDirectionWS); -#if defined(MAIN_LIGHT_CALCULATE_SHADOWS) +#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = input.shadowCoord; +#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); @@ -29,6 +47,22 @@ inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.sh, inputData.normalWS); + +#ifdef LIGHTMAP_ON + half2 uv = input.lightmapUV; + + // TODO(fixforship): This adds an *additional* unnecessary texture fetch to the shader. We're already sampling + // the directional lightmap in the SAMPLE_GI function, so we should sample it first, and feed it + // in, instead. + real4 direction_raw = SAMPLE_TEXTURE2D(unity_LightmapInd, samplerunity_Lightmap, uv); + half3 direction = (direction_raw.xyz - 0.5) * 2; // convert from [0,1] to [-1,1] + inputData.bakedGI_directionWS = direction; + +#else // LIGHTMAP_ON + + inputData.bakedGI_directionWS = half3(0,0,0); + +#endif } PackedVaryings vert(Attributes input) @@ -40,8 +74,8 @@ PackedVaryings vert(Attributes input) return packedOutput; } -half4 frag(PackedVaryings packedInput) : SV_TARGET -{ +half4 frag(PackedVaryings packedInput) : SV_TARGET +{ Varyings unpacked = UnpackVaryings(packedInput); UNITY_SETUP_INSTANCE_ID(unpacked); UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(unpacked); @@ -59,7 +93,7 @@ half4 frag(PackedVaryings packedInput) : SV_TARGET #ifdef _SPECULAR_SETUP float3 specular = surfaceDescription.Specular; float metallic = 1; - #else + #else float3 specular = 0; float metallic = surfaceDescription.Metallic; #endif @@ -72,8 +106,15 @@ half4 frag(PackedVaryings packedInput) : SV_TARGET surfaceDescription.Smoothness, surfaceDescription.Occlusion, surfaceDescription.Emission, - surfaceDescription.Alpha); + surfaceDescription.Alpha); + + color.rgb = MixFog(color.rgb, inputData.fogCoord); + + // (ASG) Add tonemapping and color grading in forward pass. + // This uses the same color grading function as the post processing shader. +#ifdef _COLOR_TRANSFORM_IN_FORWARD + color.rgb = ApplyColorGrading(color.rgb, _Lut_Params.w, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), _Lut_Params.xyz, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), _UserLut_Params.xyz, _UserLut_Params.w); +#endif - color.rgb = MixFog(color.rgb, inputData.fogCoord); return color; } diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl index 14af7291947..46638915efd 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/SpriteUnlitPass.hlsl @@ -1,4 +1,4 @@ -#if ETC1_EXTERNAL_ALPHA +#if ETC1_EXTERNAL_ALPHA TEXTURE2D(_AlphaTex); SAMPLER(sampler_AlphaTex); float _EnableAlphaTexture; #endif @@ -26,7 +26,7 @@ half4 frag(PackedVaryings packedInput) : SV_TARGET surfaceDescription.Color.a = lerp (surfaceDescription.Color.a, alpha.r, _EnableAlphaTexture); #endif - surfaceDescription.Color *= unpacked.color; + surfaceDescription.Color *= unpacked.color * _RendererColor; return surfaceDescription.Color; } diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl index a20c0b95edb..801d1cbe473 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl @@ -14,12 +14,12 @@ Varyings BuildVaryings(Attributes input) // Evaluate Vertex Graph VertexDescriptionInputs vertexDescriptionInputs = BuildVertexDescriptionInputs(input); VertexDescription vertexDescription = VertexDescriptionFunction(vertexDescriptionInputs); - + // Assign modified vertex attributes input.positionOS = vertexDescription.VertexPosition; #if defined(VARYINGS_NEED_NORMAL_WS) input.normalOS = vertexDescription.VertexNormal; - #endif //FEATURES_GRAPH_NORMAL + #endif //FEATURES_GRAPH_NORMAL #if defined(VARYINGS_NEED_TANGENT_WS) input.tangentOS.xyz = vertexDescription.VertexTangent.xyz; #endif //FEATURES GRAPH TANGENT @@ -51,7 +51,7 @@ Varyings BuildVaryings(Attributes input) #ifdef VARYINGS_NEED_POSITION_WS output.positionWS = positionWS; #endif - + #ifdef VARYINGS_NEED_NORMAL_WS output.normalWS = normalWS; // normalized in TransformObjectToWorldNormal() #endif @@ -110,9 +110,9 @@ Varyings BuildVaryings(Attributes input) output.fogFactorAndVertexLight = half4(fogFactor, vertexLight); #endif -#ifdef _MAIN_LIGHT_SHADOWS +#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif return output; -} \ No newline at end of file +} diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteLitMasterNode.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteLitMasterNode.cs index 05794d71475..2790af8270b 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteLitMasterNode.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteLitMasterNode.cs @@ -5,13 +5,14 @@ using UnityEngine; using UnityEditor.ShaderGraph; using UnityEditor.ShaderGraph.Internal; +using UnityEngine.UIElements; namespace UnityEditor.Experimental.Rendering.Universal { [Serializable] [Title("Master", "Sprite Lit (Experimental)")] [FormerName("UnityEditor.Experimental.Rendering.LWRP.SpriteLitMasterNode")] - class SpriteLitMasterNode : MasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class SpriteLitMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionName = "Vertex Position"; public const string NormalName = "Vertex Normal"; @@ -32,6 +33,10 @@ public SpriteLitMasterNode() UpdateNodeAfterDeserialization(); } + protected override VisualElement CreateCommonSettingsElement() + { + return new SpriteSettingsView(this); + } public sealed override void UpdateNodeAfterDeserialization() { diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteSettingsView.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteSettingsView.cs new file mode 100644 index 00000000000..61815c589da --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteSettingsView.cs @@ -0,0 +1,13 @@ +using UnityEditor.ShaderGraph; +using UnityEditor.ShaderGraph.Drawing; + +namespace UnityEditor.Experimental.Rendering.Universal +{ + class SpriteSettingsView : MasterNodeSettingsView + { + public SpriteSettingsView(AbstractMaterialNode node) : base(node) + { + Add(GetShaderGUIOverridePropertySheet()); + } + } +} diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteSettingsView.cs.meta b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteSettingsView.cs.meta new file mode 100644 index 00000000000..56a90e36cb8 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteSettingsView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 8378d7e0ed5de074a8aa8086cd5d26df +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteUnlitMasterNode.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteUnlitMasterNode.cs index 426788a4792..606923973ab 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteUnlitMasterNode.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes/SpriteUnlitMasterNode.cs @@ -14,7 +14,7 @@ namespace UnityEditor.Experimental.Rendering.Universal [Serializable] [Title("Master", "Sprite Unlit (Experimental)")] [FormerName("UnityEditor.Experimental.Rendering.LWRP.SpriteUnlitMasterNode")] - class SpriteUnlitMasterNode : MasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class SpriteUnlitMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string PositionName = "Vertex Position"; public const string NormalName = "Vertex Normal"; @@ -32,6 +32,10 @@ public SpriteUnlitMasterNode() UpdateNodeAfterDeserialization(); } + protected override VisualElement CreateCommonSettingsElement() + { + return new SpriteSettingsView(this); + } public sealed override void UpdateNodeAfterDeserialization() { diff --git a/com.unity.render-pipelines.universal/Editor/ShaderGraph/SubShaders/UniversalPBRSubShader.cs b/com.unity.render-pipelines.universal/Editor/ShaderGraph/SubShaders/UniversalPBRSubShader.cs index 904d0a10d3d..f1a862c0261 100644 --- a/com.unity.render-pipelines.universal/Editor/ShaderGraph/SubShaders/UniversalPBRSubShader.cs +++ b/com.unity.render-pipelines.universal/Editor/ShaderGraph/SubShaders/UniversalPBRSubShader.cs @@ -86,6 +86,8 @@ class UniversalPBRSubShader : IPBRSubShader }, keywords = new KeywordDescriptor[] { + s_GradingSettings, + s_ColorTransformKeyword, s_LightmapKeyword, s_DirectionalLightmapCombinedKeyword, s_MainLightShadowsKeyword, @@ -150,7 +152,7 @@ class UniversalPBRSubShader : IPBRSubShader lightMode = "ShadowCaster", passInclude = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/ShadowCasterPass.hlsl", varyingsInclude = "Packages/com.unity.render-pipelines.universal/Editor/ShaderGraph/Includes/Varyings.hlsl", - + // Port mask vertexPorts = new List() { @@ -290,6 +292,33 @@ class UniversalPBRSubShader : IPBRSubShader #endregion #region Keywords + + static KeywordDescriptor s_GradingSettings = new KeywordDescriptor() + { + displayName = "Grading Settings", + referenceName = "", + type = KeywordType.Enum, + definition = KeywordDefinition.MultiCompile, + scope = KeywordScope.Global, + entries = new KeywordEntry[] + { + // Additional underscore is prepended to referenceName + new KeywordEntry() { displayName = "Off", referenceName = "" }, // doesn't set any keyword + new KeywordEntry() { displayName = "HDR Grading", referenceName = "HDR_GRADING" }, + new KeywordEntry() { displayName = "LDR Tonemap ACES", referenceName = "TONEMAP_ACES" }, + new KeywordEntry() { displayName = "LDR Tonemap Neutral", referenceName = "TONEMAP_NEUTRAL" }, + } + }; + + static KeywordDescriptor s_ColorTransformKeyword = new KeywordDescriptor() + { + displayName = "Transform Color in Forward Pass", + referenceName = "_COLOR_TRANSFORM_IN_FORWARD", + type = KeywordType.Boolean, + definition = KeywordDefinition.MultiCompile, + scope = KeywordScope.Global, + }; + static KeywordDescriptor s_LightmapKeyword = new KeywordDescriptor() { displayName = "Lightmap", @@ -395,8 +424,8 @@ ActiveFields GetActiveFieldsFromMasterNode(PBRMasterNode masterNode, ShaderPass var baseActiveFields = activeFields.baseInstance; // Graph Vertex - if(masterNode.IsSlotConnected(PBRMasterNode.PositionSlotId) || - masterNode.IsSlotConnected(PBRMasterNode.VertNormalSlotId) || + if(masterNode.IsSlotConnected(PBRMasterNode.PositionSlotId) || + masterNode.IsSlotConnected(PBRMasterNode.VertNormalSlotId) || masterNode.IsSlotConnected(PBRMasterNode.VertTangentSlotId)) { baseActiveFields.Add("features.graphVertex"); @@ -410,7 +439,7 @@ ActiveFields GetActiveFieldsFromMasterNode(PBRMasterNode masterNode, ShaderPass { baseActiveFields.Add("AlphaClip"); } - + if (masterNode.model == PBRMasterNode.Model.Specular) baseActiveFields.Add("SpecularSetup"); @@ -475,7 +504,7 @@ public string GetSubshader(IMasterNode masterNode, GenerationMode mode, List A function returning true if the shader should be stripped.
+ public static Func CustomStrippingFunction; + + bool StripCustom(Shader shader, ShaderCompilerData compilerData, ShaderSnippetData snippetData) + { + if (CustomStrippingFunction != null) + { + return CustomStrippingFunction(shader, compilerData, snippetData); + } + + return false; + } + bool StripUnusedShader(ShaderFeatures features, Shader shader, ShaderCompilerData compilerData) { if (!CoreUtils.HasFlag(features, ShaderFeatures.MainLightShadows) && @@ -185,6 +199,9 @@ bool StripUnused(ShaderFeatures features, Shader shader, ShaderSnippetData snipp if (StripDeprecated(compilerData)) return true; + if (StripCustom(shader, compilerData, snippetData)) + return true; + return false; } @@ -210,17 +227,24 @@ public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList< if (urpAsset == null || compilerDataList == null || compilerDataList.Count == 0) return; - ShaderFeatures features = GetSupportedShaderFeatures(urpAsset); - int prevVariantCount = compilerDataList.Count; - - for (int i = 0; i < compilerDataList.Count; ++i) + + var inputShaderVariantCount = compilerDataList.Count; + for (int i = 0; i < inputShaderVariantCount;) { - if (StripUnused(features, shader, snippetData, compilerDataList[i])) - { + bool removeInput = StripUnused(ShaderBuildPreprocessor.supportedFeatures, shader, snippetData, compilerDataList[i]); + if (removeInput) + compilerDataList[i] = compilerDataList[--inputShaderVariantCount]; + else + ++i; + } + + if(compilerDataList is List inputDataList) + inputDataList.RemoveRange(inputShaderVariantCount, inputDataList.Count - inputShaderVariantCount); + else + { + for(int i = compilerDataList.Count -1; i >= inputShaderVariantCount; --i) compilerDataList.RemoveAt(i); - --i; - } } if (urpAsset.shaderVariantLogLevel != ShaderVariantLogLevel.Disabled) @@ -230,8 +254,47 @@ public void OnProcessShader(Shader shader, ShaderSnippetData snippetData, IList< LogShaderVariants(shader, snippetData, urpAsset.shaderVariantLogLevel, prevVariantCount, compilerDataList.Count); } } + } + class ShaderBuildPreprocessor : IPreprocessBuildWithReport + { + public static ShaderFeatures supportedFeatures + { + get + { + if (_supportedFeatures <= 0) + { + FetchAllSupportedFeatures(); + } + return _supportedFeatures; + } + } + + private static ShaderFeatures _supportedFeatures = 0; + public int callbackOrder { get { return 0; } } + + public void OnPreprocessBuild(BuildReport report) + { + FetchAllSupportedFeatures(); + } + + private static void FetchAllSupportedFeatures() + { + List urps = new List(); + urps.Add(GraphicsSettings.defaultRenderPipeline as UniversalRenderPipelineAsset); + for (int i = 0; i < QualitySettings.names.Length; i++) + { + urps.Add(QualitySettings.GetRenderPipelineAssetAt(i) as UniversalRenderPipelineAsset); + } + foreach (UniversalRenderPipelineAsset urp in urps) + { + if (urp != null) + { + _supportedFeatures |= GetSupportedShaderFeatures(urp); + } + } + } - ShaderFeatures GetSupportedShaderFeatures(UniversalRenderPipelineAsset pipelineAsset) + private static ShaderFeatures GetSupportedShaderFeatures(UniversalRenderPipelineAsset pipelineAsset) { ShaderFeatures shaderFeatures; shaderFeatures = ShaderFeatures.MainLight; diff --git a/com.unity.render-pipelines.universal/Editor/Shadow/ShadowCascadeSplitGUI.cs b/com.unity.render-pipelines.universal/Editor/Shadow/ShadowCascadeSplitGUI.cs index 0fd368be1cf..0711cc70b88 100644 --- a/com.unity.render-pipelines.universal/Editor/Shadow/ShadowCascadeSplitGUI.cs +++ b/com.unity.render-pipelines.universal/Editor/Shadow/ShadowCascadeSplitGUI.cs @@ -7,7 +7,7 @@ namespace UnityEditor.Rendering.Universal static class ShadowCascadeSplitGUI { private const int kSliderbarTopMargin = 2; - private const int kSliderbarHeight = 24; + private const int kSliderbarHeight = 29; private const int kSliderbarBottomMargin = 2; private const int kPartitionHandleWidth = 2; private const int kPartitionHandleExtraHitAreaWidth = 2; diff --git a/com.unity.render-pipelines.universal/Editor/Unity.RenderPipelines.Universal.Editor.asmdef b/com.unity.render-pipelines.universal/Editor/Unity.RenderPipelines.Universal.Editor.asmdef index 9b647c6acbc..0a79a4f0217 100644 --- a/com.unity.render-pipelines.universal/Editor/Unity.RenderPipelines.Universal.Editor.asmdef +++ b/com.unity.render-pipelines.universal/Editor/Unity.RenderPipelines.Universal.Editor.asmdef @@ -17,5 +17,11 @@ "precompiledReferences": [], "autoReferenced": true, "defineConstraints": [], - "versionDefines": [] + "versionDefines": [ + { + "name": "com.unity.adaptiveperformance", + "expression": "2.0.0-preview.7", + "define": "ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER" + } + ] } \ No newline at end of file diff --git a/com.unity.render-pipelines.universal/Editor/UniversalAnalytics.cs b/com.unity.render-pipelines.universal/Editor/UniversalAnalytics.cs new file mode 100644 index 00000000000..14475656643 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/UniversalAnalytics.cs @@ -0,0 +1,102 @@ +using System; +using System.Collections.Generic; +using System.Linq; +using UnityEngine.Analytics; +using UnityEngine; +using UnityEngine.Rendering; +using UnityEngine.Rendering.Universal; +using UnityEditor.Build; +using UnityEditor.Build.Reporting; + +namespace UnityEditor.Rendering.Universal +{ + class UniversalAnalytics : IPostprocessBuildWithReport + { + static bool s_EventRegistered = false; + const int k_MaxEventsPerHour = 1000; + const int k_MaxNumberOfElements = 1000; + const string k_VendorKey = "unity.universal"; + const string k_EventName = "uUniversalRenderPipelineUsage"; + + static bool EnableAnalytics() + { + AnalyticsResult result = EditorAnalytics.RegisterEventWithLimit(k_EventName, k_MaxEventsPerHour, k_MaxNumberOfElements, k_VendorKey); + if (result == AnalyticsResult.Ok) + s_EventRegistered = true; + + return s_EventRegistered; + } + + static void SendUniversalEvent() + { + //The event shouldn't be able to report if this is disabled but if we know we're not going to report + //Lets early out and not waste time gathering all the data + if (!EditorAnalytics.enabled) + return; + + if (!EnableAnalytics()) + return; + + // Needd to check if this isn't null + UniversalRenderPipelineAsset rendererAsset = GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; + + if (rendererAsset != null) + { + ScriptableRendererData[] rendererDataList = rendererAsset.m_RendererDataList; + + string mainLightMode = rendererAsset.mainLightRenderingMode.ToString(); + string additionalLightMode = rendererAsset.additionalLightsRenderingMode.ToString(); + + HashSet rendererDatas = new HashSet(); + HashSet renderFeatures = new HashSet(); + int rendererDataAmount = 0; + int rendererFeaturesAmount = 0; + + foreach (ScriptableRendererData rendererData in rendererDataList) + { + if (rendererData != null) + { + rendererDataAmount++; + rendererDatas.Add(rendererData.GetType().ToString()); + foreach (ScriptableRendererFeature rendererFeature in rendererData.rendererFeatures) + { + if (rendererFeature != null) + { + rendererFeaturesAmount++; + renderFeatures.Add(rendererFeature.GetType().ToString()); + } + } + } + } + + var data = new AnalyticsData() + { + renderer_data = rendererDatas.ToArray(), + renderer_data_amount = rendererDataAmount, + renderer_features = renderFeatures.ToArray(), + renderer_features_amount = rendererFeaturesAmount, + main_light_rendering_mode = mainLightMode, + additional_light_rendering_mode = additionalLightMode, + }; + + EditorAnalytics.SendEventWithLimit(k_EventName, data); + } + } + + struct AnalyticsData + { + public string[] renderer_data; + public int renderer_data_amount; + public string[] renderer_features; + public int renderer_features_amount; + public string main_light_rendering_mode; + public string additional_light_rendering_mode; + } + + public int callbackOrder { get; } + public void OnPostprocessBuild(BuildReport report) + { + SendUniversalEvent(); + } + } +} diff --git a/com.unity.render-pipelines.universal/Editor/UniversalAnalytics.cs.meta b/com.unity.render-pipelines.universal/Editor/UniversalAnalytics.cs.meta new file mode 100644 index 00000000000..af69da269c4 --- /dev/null +++ b/com.unity.render-pipelines.universal/Editor/UniversalAnalytics.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: faf8a17ca9820a74d92f339faeb2abc6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs index 04cfedb09c9..4d5c2a1cfbc 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineAssetEditor.cs @@ -1,3 +1,4 @@ +using System.Linq; using UnityEngine; using UnityEngine.Rendering.Universal; using UnityEngine.Rendering; @@ -18,12 +19,13 @@ internal class Styles public static GUIContent shadowSettingsText = EditorGUIUtility.TrTextContent("Shadows"); public static GUIContent postProcessingSettingsText = EditorGUIUtility.TrTextContent("Post-processing"); public static GUIContent advancedSettingsText = EditorGUIUtility.TrTextContent("Advanced"); + public static GUIContent adaptivePerformanceText = EditorGUIUtility.TrTextContent("Adaptive Performance"); // General public static GUIContent rendererHeaderText = EditorGUIUtility.TrTextContent("Renderer List", "Lists all the renderers available to this Render Pipeline Asset."); public static GUIContent rendererDefaultText = EditorGUIUtility.TrTextContent("Default", "This renderer is currently the default for the render pipeline."); public static GUIContent rendererSetDefaultText = EditorGUIUtility.TrTextContent("Set Default", "Makes this renderer the default for the render pipeline."); - public static GUIContent rendererSettingsText = EditorGUIUtility.TrIconContent("Settings", "Opens settings for this renderer."); + public static GUIContent rendererSettingsText = EditorGUIUtility.TrIconContent("_Menu", "Opens settings for this renderer."); public static GUIContent rendererMissingText = EditorGUIUtility.TrIconContent("console.warnicon.sml", "Renderer missing. Click this to select a new renderer."); public static GUIContent rendererDefaultMissingText = EditorGUIUtility.TrIconContent("console.erroricon.sml", "Default renderer missing. Click this to select a new renderer."); public static GUIContent requireDepthTextureText = EditorGUIUtility.TrTextContent("Depth Texture", "If enabled the pipeline will generate camera's depth that can be bound in shaders as _CameraDepthTexture."); @@ -33,6 +35,7 @@ internal class Styles // Quality public static GUIContent hdrText = EditorGUIUtility.TrTextContent("HDR", "Controls the global HDR settings."); + public static GUIContent colorTransformationText = EditorGUIUtility.TrTextContent("Color Transformation", "If set to Forward Pass, tonemapping and color grading will be moved into the ForwardPass. This allows us to use HDR, but completely remove the final blit pass. The forward pass will render in HDR, but output to the framebuffer directly.\n\nNote: This will make transparent and blended objects render slightly incorrectly."); public static GUIContent msaaText = EditorGUIUtility.TrTextContent("Anti Aliasing (MSAA)", "Controls the global anti aliasing settings."); public static GUIContent renderScaleText = EditorGUIUtility.TrTextContent("Render Scale", "Scales the camera render target allowing the game to render at a resolution different than native resolution. UI is always rendered at native resolution. When VR is enabled, this is overridden by XRSettings."); @@ -67,6 +70,10 @@ internal class Styles public static GUIContent mixedLightingSupportLabel = EditorGUIUtility.TrTextContent("Mixed Lighting", "Makes the render pipeline include mixed-lighting Shader Variants in the build."); public static GUIContent debugLevel = EditorGUIUtility.TrTextContent("Debug Level", "Controls the level of debug information generated by the render pipeline. When Profiling is selected, the pipeline provides detailed profiling tags."); public static GUIContent shaderVariantLogLevel = EditorGUIUtility.TrTextContent("Shader Variant Log Level", "Controls the level logging in of shader variants information is outputted when a build is performed. Information will appear in the Unity console when the build finishes."); + public static GUIContent renderLayersWithGrading = EditorGUIUtility.TrTextContent("Render Layers with Color Grading", "The set of render layers that have post-processing separately applied. A separate post processing LUT is built for each of these render layers. Only applied if the color transformation is set to InForwardPass."); + + // Adaptive performance settings + public static GUIContent useAdaptivePerformance = EditorGUIUtility.TrTextContent("Use adaptive performance", "Allows Adaptive Performance to adjust rendering quality during runtime"); // Renderer List Messages public static GUIContent rendererListDefaultMessage = @@ -90,6 +97,7 @@ internal class Styles SavedBool m_ShadowSettingsFoldout; SavedBool m_PostProcessingSettingsFoldout; SavedBool m_AdvancedSettingsFoldout; + SavedBool m_AdaptivePerformanceFoldout; SerializedProperty m_RendererDataProp; SerializedProperty m_DefaultRendererProp; @@ -101,6 +109,7 @@ internal class Styles SerializedProperty m_SupportsTerrainHolesProp; SerializedProperty m_HDR; + SerializedProperty m_ColorTransformation; SerializedProperty m_MSAA; SerializedProperty m_RenderScale; @@ -133,6 +142,8 @@ internal class Styles SerializedProperty m_ColorGradingMode; SerializedProperty m_ColorGradingLutSize; + SerializedProperty m_UseAdaptivePerformance; + public override void OnInspectorGUI() { serializedObject.Update(); @@ -143,6 +154,9 @@ public override void OnInspectorGUI() DrawShadowSettings(); DrawPostProcessingSettings(); DrawAdvancedSettings(); +#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER + DrawAdaptivePerformance(); +#endif serializedObject.ApplyModifiedProperties(); } @@ -155,6 +169,7 @@ void OnEnable() m_ShadowSettingsFoldout = new SavedBool($"{target.GetType()}.ShadowSettingsFoldout", false); m_PostProcessingSettingsFoldout = new SavedBool($"{target.GetType()}.PostProcessingSettingsFoldout", false); m_AdvancedSettingsFoldout = new SavedBool($"{target.GetType()}.AdvancedSettingsFoldout", false); + m_AdaptivePerformanceFoldout = new SavedBool($"{target.GetType()}.AdaptivePerformanceFoldout", false); m_RendererDataProp = serializedObject.FindProperty("m_RendererDataList"); m_DefaultRendererProp = serializedObject.FindProperty("m_DefaultRendererIndex"); @@ -168,6 +183,7 @@ void OnEnable() m_SupportsTerrainHolesProp = serializedObject.FindProperty("m_SupportsTerrainHoles"); m_HDR = serializedObject.FindProperty("m_SupportsHDR"); + m_ColorTransformation = serializedObject.FindProperty("m_ColorTransformation"); m_MSAA = serializedObject.FindProperty("m_MSAA"); m_RenderScale = serializedObject.FindProperty("m_RenderScale"); @@ -198,6 +214,8 @@ void OnEnable() m_ColorGradingMode = serializedObject.FindProperty("m_ColorGradingMode"); m_ColorGradingLutSize = serializedObject.FindProperty("m_ColorGradingLutSize"); + m_UseAdaptivePerformance = serializedObject.FindProperty("m_UseAdaptivePerformance"); + selectedLightRenderingMode = (LightRenderingMode)m_AdditionalLightsRenderingModeProp.intValue; } @@ -243,6 +261,7 @@ void DrawQualitySettings() { EditorGUI.indentLevel++; EditorGUILayout.PropertyField(m_HDR, Styles.hdrText); + EditorGUILayout.PropertyField(m_ColorTransformation, Styles.colorTransformationText); EditorGUILayout.PropertyField(m_MSAA, Styles.msaaText); EditorGUI.BeginDisabledGroup(XRGraphics.enabled); m_RenderScale.floatValue = EditorGUILayout.Slider(Styles.renderScaleText, m_RenderScale.floatValue, UniversalRenderPipeline.minRenderScale, UniversalRenderPipeline.maxRenderScale); @@ -381,6 +400,20 @@ void DrawAdvancedSettings() EditorGUILayout.EndFoldoutHeaderGroup(); } + void DrawAdaptivePerformance() + { + m_AdaptivePerformanceFoldout.value = EditorGUILayout.BeginFoldoutHeaderGroup(m_AdaptivePerformanceFoldout.value, Styles.adaptivePerformanceText); + if (m_AdaptivePerformanceFoldout.value) + { + EditorGUI.indentLevel++; + EditorGUILayout.PropertyField(m_UseAdaptivePerformance, Styles.useAdaptivePerformance); + EditorGUI.indentLevel--; + EditorGUILayout.Space(); + EditorGUILayout.Space(); + } + EditorGUILayout.EndFoldoutHeaderGroup(); + } + void DrawRendererListLayout(ReorderableList list, SerializedProperty prop) { list.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs index d78df768a7d..4d585a0a143 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineCameraEditor.cs @@ -2,6 +2,7 @@ using System.Collections.Generic; using System.Linq; using UnityEditor.AnimatedValues; +using UnityEditor.SceneManagement; using UnityEditorInternal; using UnityEngine; using UnityEngine.Rendering; @@ -335,8 +336,10 @@ void DrawElementCallback(Rect rect, int index, bool isActive, bool isFocused) void AddCameraToCameraList(Rect rect, ReorderableList list) { - Camera[] allCameras = new Camera[Camera.allCamerasCount]; - Camera.GetAllCameras(allCameras); + // Need to do clear the list here otherwise the meu just fills up with more and more entries + validCameras.Clear(); + StageHandle stageHandle = StageUtility.GetStageHandle(camera.gameObject); + var allCameras = stageHandle.FindComponentsOfType(); foreach (var camera in allCameras) { var component = camera.gameObject.GetComponent(); @@ -350,10 +353,9 @@ void AddCameraToCameraList(Rect rect, ReorderableList list) } var names = new GUIContent[validCameras.Count]; - for (int i = 0; i < validCameras.Count; ++i) { - names[i] = new GUIContent(validCameras[i].name); + names[i] = new GUIContent((i+1) + " " + validCameras[i].name); } if (!validCameras.Any()) diff --git a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs index 92a263a3e7f..6ec3bdb9b75 100644 --- a/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs +++ b/com.unity.render-pipelines.universal/Editor/UniversalRenderPipelineMaterialUpgrader.cs @@ -146,6 +146,9 @@ private static void GetUpgraders(ref List upgraders) // Terrain Upgraders // //////////////////////////////////// upgraders.Add(new TerrainUpgrader("Nature/Terrain/Standard")); + upgraders.Add(new SpeedTreeUpgrader("Nature/SpeedTree")); + upgraders.Add(new SpeedTreeBillboardUpgrader("Nature/SpeedTree Billboard")); + upgraders.Add(new SpeedTree8Upgrader("Nature/SpeedTree8")); //////////////////////////////////// // Particle Upgraders // @@ -416,6 +419,28 @@ public TerrainUpgrader(string oldShaderName) } } + internal class SpeedTreeUpgrader : MaterialUpgrader + { + internal SpeedTreeUpgrader(string oldShaderName) + { + RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7)); + } + } + internal class SpeedTreeBillboardUpgrader : MaterialUpgrader + { + internal SpeedTreeBillboardUpgrader(string oldShaderName) + { + RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree7Billboard)); + } + } + internal class SpeedTree8Upgrader : MaterialUpgrader + { + internal SpeedTree8Upgrader(string oldShaderName) + { + RenameShader(oldShaderName, ShaderUtils.GetShaderPath(ShaderPathID.SpeedTree8)); + } + } + [MovedFrom("UnityEditor.Rendering.LWRP")] public class ParticleUpgrader : MaterialUpgrader { public ParticleUpgrader(string oldShaderName) diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs index cfd083c6e14..0a6260be1a0 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Light2D.cs @@ -133,7 +133,9 @@ public enum LightType Global = 4 } +#if USING_ANIMATION_MODULE [UnityEngine.Animations.NotKeyable] +#endif [SerializeField] LightType m_LightType = LightType.Parametric; LightType m_PreviousLightType = (LightType)LightType.Parametric; @@ -488,7 +490,7 @@ internal List GetFalloffShape() return shape; } - static internal LightStats GetLightStatsByLayer(int layer) + static internal LightStats GetLightStatsByLayer(int layer, Camera camera = null) { LightStats returnStats = new LightStats(); for(int blendStyleIndex = 0; blendStyleIndex < Light2DManager.lights.Length; blendStyleIndex++) @@ -498,19 +500,18 @@ static internal LightStats GetLightStatsByLayer(int layer) { Light2D light = lights[lightIndex]; - if (light.IsLitLayer(layer)) + if (light.IsLitLayer(layer) && ((camera != null && light.lightType != LightType.Global) ? light.IsLightVisible(camera) : true)) { returnStats.totalLights++; if (light.useNormalMap) returnStats.totalNormalMapUsage++; if (light.volumeOpacity > 0) returnStats.totalVolumetricUsage++; - } - uint blendStyleUsed = (uint)(1 << light.blendStyleIndex); - returnStats.blendStylesUsed |= blendStyleUsed; + uint blendStyleUsed = (uint)(1 << light.blendStyleIndex); + returnStats.blendStylesUsed |= blendStyleUsed; + } } - } return returnStats; } diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Light2DPoint.cs b/com.unity.render-pipelines.universal/Runtime/2D/Light2DPoint.cs index 0e5cd851ec5..845e3d5d2b4 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Light2DPoint.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Light2DPoint.cs @@ -17,7 +17,9 @@ public enum PointLightQuality [SerializeField] float m_PointLightOuterRadius = 1.0f; [SerializeField] float m_PointLightDistance = 3.0f; +#if USING_ANIMATION_MODULE [UnityEngine.Animations.NotKeyable] +#endif [SerializeField] PointLightQuality m_PointLightQuality = PointLightQuality.Accurate; public float pointLightInnerAngle diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs index b53bbc5c2c7..6fc721f9111 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Render2DLightingPass.cs @@ -86,6 +86,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData cmd.SetGlobalFloat("_HDREmulationScale", m_Renderer2DData.hdrEmulationScale); cmd.SetGlobalFloat("_InverseHDREmulationScale", 1.0f / m_Renderer2DData.hdrEmulationScale); cmd.SetGlobalFloat("_UseSceneLighting", isLitView ? 1.0f : 0.0f); + cmd.SetGlobalColor("_RendererColor", Color.white); RendererLighting.SetShapeLightShaderGlobals(cmd); context.ExecuteCommandBuffer(cmd); @@ -114,25 +115,27 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData int layerToRender = s_SortingLayers[i].id; Light2D.LightStats lightStats; - lightStats = Light2D.GetLightStatsByLayer(layerToRender); + lightStats = Light2D.GetLightStatsByLayer(layerToRender, camera); - // Allocate our blend style textures cmd.Clear(); for (int blendStyleIndex = 0; blendStyleIndex < blendStylesCount; blendStyleIndex++) { uint blendStyleMask = (uint)(1 << blendStyleIndex); - if ((lightStats.blendStylesUsed & blendStyleMask) > 0 && !hasBeenInitialized[blendStyleIndex]) + bool blendStyleUsed = (lightStats.blendStylesUsed & blendStyleMask) > 0; + + if (blendStyleUsed && !hasBeenInitialized[blendStyleIndex]) { RendererLighting.CreateBlendStyleRenderTexture(cmd, blendStyleIndex); hasBeenInitialized[blendStyleIndex] = true; } + + RendererLighting.EnableBlendStyle(cmd, blendStyleIndex, blendStyleUsed); } context.ExecuteCommandBuffer(cmd); - // Start Rendering if (lightStats.totalNormalMapUsage > 0) - RendererLighting.RenderNormals(context, renderingData.cullResults, normalsDrawSettings, filterSettings); + RendererLighting.RenderNormals(context, renderingData.cullResults, normalsDrawSettings, filterSettings, depthAttachment); cmd.Clear(); if (lightStats.totalLights > 0) @@ -141,10 +144,10 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData } else { - RendererLighting.ClearDirtyLighting(cmd); + RendererLighting.ClearDirtyLighting(cmd, lightStats.blendStylesUsed); } - CoreUtils.SetRenderTarget(cmd, colorAttachment, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.white); + CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white); context.ExecuteCommandBuffer(cmd); Profiler.BeginSample("RenderSpritesWithLighting - Draw Transparent Renderers"); @@ -155,7 +158,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData { cmd.Clear(); - RendererLighting.RenderLightVolumes(camera, cmd, layerToRender, colorAttachment, lightStats.blendStylesUsed); + RendererLighting.RenderLightVolumes(camera, cmd, layerToRender, colorAttachment, depthAttachment, lightStats.blendStylesUsed); context.ExecuteCommandBuffer(cmd); cmd.Clear(); } @@ -177,12 +180,13 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData CommandBuffer cmd = CommandBufferPool.Get("Render Unlit"); DrawingSettings unlitDrawSettings = CreateDrawingSettings(k_ShaderTags, ref renderingData, SortingCriteria.CommonTransparent); - CoreUtils.SetRenderTarget(cmd, colorAttachment, RenderBufferLoadAction.Load, RenderBufferStoreAction.Store, ClearFlag.None, Color.white); + CoreUtils.SetRenderTarget(cmd, colorAttachment, depthAttachment, ClearFlag.None, Color.white); cmd.SetGlobalTexture("_ShapeLightTexture0", Texture2D.blackTexture); cmd.SetGlobalTexture("_ShapeLightTexture1", Texture2D.blackTexture); cmd.SetGlobalTexture("_ShapeLightTexture2", Texture2D.blackTexture); cmd.SetGlobalTexture("_ShapeLightTexture3", Texture2D.blackTexture); cmd.SetGlobalFloat("_UseSceneLighting", isLitView ? 1.0f : 0.0f); + cmd.SetGlobalColor("_RendererColor", Color.white); cmd.EnableShaderKeyword("USE_SHAPE_LIGHT_TYPE_0"); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs index a8ee3d59dcd..aab6091d190 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Passes/Utility/Light2DLookupTexture.cs @@ -1,5 +1,6 @@ using UnityEditor; using System.IO; +using UnityEngine.Rendering.Universal; namespace UnityEngine.Experimental.Rendering.Universal { @@ -12,13 +13,13 @@ static public Texture2D CreatePointLightLookupTexture() { const float WIDTH = 256; const float HEIGHT = 256; - TextureFormat textureFormat = TextureFormat.ARGB32; - if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAHalf)) - textureFormat = TextureFormat.RGBAHalf; - else if (SystemInfo.SupportsTextureFormat(TextureFormat.RGBAFloat)) - textureFormat = TextureFormat.RGBAFloat; + GraphicsFormat textureFormat = GraphicsFormat.R8G8B8A8_UNorm; + if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.SetPixels)) + textureFormat = GraphicsFormat.R16G16B16A16_SFloat; + else if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R32G32B32A32_SFloat, FormatUsage.SetPixels)) + textureFormat = GraphicsFormat.R32G32B32A32_SFloat; - s_PointLightLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT, textureFormat, false); + s_PointLightLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT, textureFormat, TextureCreationFlags.None); s_PointLightLookupTexture.filterMode = FilterMode.Bilinear; s_PointLightLookupTexture.wrapMode = TextureWrapMode.Clamp; if (s_PointLightLookupTexture != null) @@ -70,8 +71,8 @@ static public Texture2D CreateFalloffLookupTexture() const float WIDTH = 2048; const float HEIGHT = 192; - TextureFormat textureFormat = TextureFormat.ARGB32; - s_FalloffLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT-64, textureFormat, false); + GraphicsFormat textureFormat = GraphicsFormat.R8G8B8A8_SRGB; + s_FalloffLookupTexture = new Texture2D((int)WIDTH, (int)HEIGHT-64, textureFormat, TextureCreationFlags.None); s_FalloffLookupTexture.filterMode = FilterMode.Bilinear; s_FalloffLookupTexture.wrapMode = TextureWrapMode.Clamp; if (s_FalloffLookupTexture != null) @@ -82,9 +83,6 @@ static public Texture2D CreateFalloffLookupTexture() float lineValue = -baseValue + 1; float exponent = Mathf.Log(lineValue) / Mathf.Log(baseValue); - if (y == HEIGHT - 1) - textureFormat = TextureFormat.ARGB32; - for (int x=0;x lights) + static private void RenderLightVolumeSet(Camera camera, int blendStyleIndex, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTexture, RenderTargetIdentifier depthTexture, List lights) { if (lights.Count > 0) { @@ -337,7 +342,7 @@ static private void RenderLightVolumeSet(Camera camera, int blendStyleIndex, Com Mesh lightMesh = light.GetMesh(); if (lightMesh != null) { - RenderShadows(cmdBuffer, layerToRender, light, light.shadowVolumeIntensity, renderTexture); + RenderShadows(cmdBuffer, layerToRender, light, light.shadowVolumeIntensity, renderTexture, depthTexture); if (light.lightType == Light2D.LightType.Sprite && light.lightCookieSprite != null && light.lightCookieSprite.texture != null) cmdBuffer.SetGlobalTexture("_CookieTex", light.lightCookieSprite.texture); @@ -376,11 +381,9 @@ static public void SetShapeLightShaderGlobals(CommandBuffer cmdBuffer) for (int i = 0; i < s_BlendStyles.Length; ++i) { - if (i >= k_UseBlendStyleKeywords.Length) + if (i >= k_BlendFactorsPropNames.Length) break; - string keyword = k_UseBlendStyleKeywords[i]; - cmdBuffer.DisableShaderKeyword(keyword); cmdBuffer.SetGlobalVector(k_BlendFactorsPropNames[i], s_BlendStyles[i].blendFactors); cmdBuffer.SetGlobalVector(k_MaskFilterPropNames[i], s_BlendStyles[i].maskTextureChannelFilter.mask); cmdBuffer.SetGlobalVector(k_InvertedFilterPropNames[i], s_BlendStyles[i].maskTextureChannelFilter.inverted); @@ -462,10 +465,13 @@ static public void SetPointLightShaderGlobals(CommandBuffer cmdBuffer, Light2D l cmdBuffer.SetGlobalTexture("_PointLightCookieTex", light.lightCookieSprite.texture); } - static public void ClearDirtyLighting(CommandBuffer cmdBuffer) + static public void ClearDirtyLighting(CommandBuffer cmdBuffer, uint blendStylesUsed) { for (int i = 0; i < s_BlendStyles.Length; ++i) { + if ((blendStylesUsed & (uint)(1 << i)) == 0) + continue; + if (s_LightRenderTargetsDirty[i]) { cmdBuffer.SetRenderTarget(s_LightRenderTargets[i].Identifier()); @@ -475,10 +481,10 @@ static public void ClearDirtyLighting(CommandBuffer cmdBuffer) } } - static public void RenderNormals(ScriptableRenderContext renderContext, CullingResults cullResults, DrawingSettings drawSettings, FilteringSettings filterSettings) + static public void RenderNormals(ScriptableRenderContext renderContext, CullingResults cullResults, DrawingSettings drawSettings, FilteringSettings filterSettings, RenderTargetIdentifier depthTarget) { var cmd = CommandBufferPool.Get("Clear Normals"); - cmd.SetRenderTarget(s_NormalsTarget.Identifier()); + cmd.SetRenderTarget(s_NormalsTarget.Identifier(), depthTarget); cmd.ClearRenderTarget(true, true, k_NormalClearColor); renderContext.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); @@ -524,7 +530,7 @@ static public void RenderLights(Camera camera, CommandBuffer cmdBuffer, int laye } } - static public void RenderLightVolumes(Camera camera, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTarget, uint blendStylesUsed) + static public void RenderLightVolumes(Camera camera, CommandBuffer cmdBuffer, int layerToRender, RenderTargetIdentifier renderTarget, RenderTargetIdentifier depthTarget, uint blendStylesUsed) { for (int i = 0; i < s_BlendStyles.Length; ++i) { @@ -540,6 +546,7 @@ static public void RenderLightVolumes(Camera camera, CommandBuffer cmdBuffer, in cmdBuffer, layerToRender, renderTarget, + depthTarget, Light2D.GetLightsByBlendStyle(i) ); diff --git a/com.unity.render-pipelines.universal/Runtime/2D/PixelPerfectCamera.cs b/com.unity.render-pipelines.universal/Runtime/2D/PixelPerfectCamera.cs index a8c94d88225..d95b5ef1290 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/PixelPerfectCamera.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/PixelPerfectCamera.cs @@ -179,20 +179,6 @@ void Awake() m_Internal.originalOrthoSize = m_Camera.orthographicSize; } - void LateUpdate() - { -#if UNITY_EDITOR - if (!UnityEditor.EditorApplication.isPaused) -#endif - { - // Reset the Cinemachine compatibility mode every frame. - // If any CinemachinePixelPerfect extension is present, they will turn this on - // at a later time (during CinemachineBrain's LateUpdate(), which is - // guaranteed to be after PixelPerfectCamera's LateUpdate()). - m_CinemachineCompatibilityMode = false; - } - } - void OnBeginCameraRendering(ScriptableRenderContext context, Camera camera) { if (camera != m_Camera) @@ -230,6 +216,8 @@ void OnEndCameraRendering(ScriptableRenderContext context, Camera camera) void OnEnable() { + m_CinemachineCompatibilityMode = false; + RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering; RenderPipelineManager.endCameraRendering += OnEndCameraRendering; diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs index fdd3df00ec7..32dd68a4193 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Renderer2D.cs @@ -13,14 +13,21 @@ internal class Renderer2D : ScriptableRenderer PostProcessPass m_FinalPostProcessPass; bool m_UseDepthStencilBuffer = true; - RenderTargetHandle m_ColorTargetHandle; - RenderTargetHandle m_AfterPostProcessColorHandle; - RenderTargetHandle m_ColorGradingLutHandle; + bool m_CreateColorTexture; + bool m_CreateDepthTexture; + + readonly RenderTargetHandle k_ColorTextureHandle; + readonly RenderTargetHandle k_DepthTextureHandle; + readonly RenderTargetHandle k_AfterPostProcessColorHandle; + readonly RenderTargetHandle k_ColorGradingLutHandle; Material m_BlitMaterial; Renderer2DData m_Renderer2DData; + internal bool createColorTexture => m_CreateColorTexture; + internal bool createDepthTexture => m_CreateDepthTexture; + public Renderer2D(Renderer2DData data) : base(data) { m_BlitMaterial = CoreUtils.CreateEngineMaterial(data.blitShader); @@ -29,14 +36,23 @@ public Renderer2D(Renderer2DData data) : base(data) m_Render2DLightingPass = new Render2DLightingPass(data); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRenderingPostProcessing, data.postProcessData, m_BlitMaterial); - m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering, m_BlitMaterial); + m_FinalBlitPass = new FinalBlitPass(RenderPassEvent.AfterRendering + 1, m_BlitMaterial); m_UseDepthStencilBuffer = data.useDepthStencilBuffer; - m_AfterPostProcessColorHandle.Init("_AfterPostProcessTexture"); - m_ColorGradingLutHandle.Init("_InternalGradingLut"); + // We probably should declare these names in the base class, + // as they must be the same across all ScriptableRenderer types for camera stacking to work. + k_ColorTextureHandle.Init("_CameraColorTexture"); + k_DepthTextureHandle.Init("_CameraDepthAttachment"); + k_AfterPostProcessColorHandle.Init("_AfterPostProcessTexture"); + k_ColorGradingLutHandle.Init("_InternalGradingLut"); m_Renderer2DData = data; + + supportedRenderingFeatures = new RenderingFeatures() + { + cameraStacking = true, + }; } protected override void Dispose(bool disposing) @@ -49,108 +65,148 @@ public Renderer2DData GetRenderer2DData() return m_Renderer2DData; } - public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) + void CreateRenderTextures( + ref CameraData cameraData, + bool forceCreateColorTexture, + FilterMode colorTextureFilterMode, + CommandBuffer cmd, + out RenderTargetHandle colorTargetHandle, + out RenderTargetHandle depthTargetHandle) { - ref CameraData cameraData = ref renderingData.cameraData; ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor; - PixelPerfectCamera ppc; - cameraData.camera.TryGetComponent(out ppc); - - Vector2Int ppcOffscreenRTSize = ppc != null ? ppc.offscreenRTSize : Vector2Int.zero; - bool ppcUsesOffscreenRT = ppcOffscreenRTSize != Vector2Int.zero; - bool postProcessEnabled = renderingData.cameraData.postProcessEnabled; - bool useOffscreenColorTexture = - ppcUsesOffscreenRT || postProcessEnabled || cameraData.isHdrEnabled || cameraData.isSceneViewCamera || !cameraData.isDefaultViewport || !m_UseDepthStencilBuffer; - - // Pixel Perfect Camera may request a different RT size than camera VP size. - // In that case we need to modify cameraTargetDescriptor here so that all the passes would use the same size. - if (ppcUsesOffscreenRT) + + if (cameraData.renderType == CameraRenderType.Base) + { + m_CreateColorTexture = forceCreateColorTexture + || cameraData.postProcessEnabled + || cameraData.isHdrEnabled + || cameraData.isSceneViewCamera + || !cameraData.isDefaultViewport + || !m_UseDepthStencilBuffer + || !cameraData.resolveFinalTarget; + + m_CreateDepthTexture = !cameraData.resolveFinalTarget && m_UseDepthStencilBuffer; + + colorTargetHandle = m_CreateColorTexture ? k_ColorTextureHandle : RenderTargetHandle.CameraTarget; + depthTargetHandle = m_CreateDepthTexture ? k_DepthTextureHandle : colorTargetHandle; + + if (m_CreateColorTexture) + { + var colorDescriptor = cameraTargetDescriptor; + colorDescriptor.depthBufferBits = m_CreateDepthTexture || !m_UseDepthStencilBuffer ? 0 : 32; + cmd.GetTemporaryRT(k_ColorTextureHandle.id, colorDescriptor, colorTextureFilterMode); + } + + if (m_CreateDepthTexture) + { + var depthDescriptor = cameraTargetDescriptor; + depthDescriptor.colorFormat = RenderTextureFormat.Depth; + depthDescriptor.depthBufferBits = 32; + depthDescriptor.bindMS = depthDescriptor.msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve && (SystemInfo.supportsMultisampledTextures != 0); + cmd.GetTemporaryRT(k_DepthTextureHandle.id, depthDescriptor, FilterMode.Point); + } + } + else // Overlay camera { - cameraTargetDescriptor.width = ppcOffscreenRTSize.x; - cameraTargetDescriptor.height = ppcOffscreenRTSize.y; + // These render textures are created by the base camera, but it's the responsibility of the last overlay camera's ScriptableRenderer + // to release the textures in its FinishRendering(). + m_CreateColorTexture = true; + m_CreateDepthTexture = true; + + colorTargetHandle = k_ColorTextureHandle; + depthTargetHandle = k_DepthTextureHandle; } + } + + public override void Setup(ScriptableRenderContext context, ref RenderingData renderingData) + { + ref CameraData cameraData = ref renderingData.cameraData; + ref var cameraTargetDescriptor = ref cameraData.cameraTargetDescriptor; + bool stackHasPostProcess = renderingData.postProcessingEnabled; + bool lastCameraInStack = cameraData.resolveFinalTarget; + var colorTextureFilterMode = FilterMode.Bilinear; + + PixelPerfectCamera ppc = null; + bool ppcUsesOffscreenRT = false; + bool ppcUpscaleRT = false; - if (useOffscreenColorTexture) + // Pixel Perfect Camera doesn't support camera stacking. + if (cameraData.renderType == CameraRenderType.Base && lastCameraInStack) { - var filterMode = ppc != null ? ppc.finalBlitFilterMode : FilterMode.Bilinear; - m_ColorTargetHandle = CreateOffscreenColorTexture(context, ref cameraTargetDescriptor, filterMode); + cameraData.camera.TryGetComponent(out ppc); + if (ppc != null) + { + if (ppc.offscreenRTSize != Vector2Int.zero) + { + ppcUsesOffscreenRT = true; + + // Pixel Perfect Camera may request a different RT size than camera VP size. + // In that case we need to modify cameraTargetDescriptor here so that all the passes would use the same size. + cameraTargetDescriptor.width = ppc.offscreenRTSize.x; + cameraTargetDescriptor.height = ppc.offscreenRTSize.y; + } + + colorTextureFilterMode = ppc.finalBlitFilterMode; + ppcUpscaleRT = ppc.upscaleRT && ppc.isRunning; + } } - else - m_ColorTargetHandle = RenderTargetHandle.CameraTarget; - ConfigureCameraTarget(m_ColorTargetHandle.Identifier(), BuiltinRenderTextureType.CameraTarget); + RenderTargetHandle colorTargetHandle; + RenderTargetHandle depthTargetHandle; - m_Render2DLightingPass.ConfigureTarget(m_ColorTargetHandle.Identifier()); - EnqueuePass(m_Render2DLightingPass); + CommandBuffer cmd = CommandBufferPool.Get("Create Camera Textures"); + CreateRenderTextures(ref cameraData, ppcUsesOffscreenRT, colorTextureFilterMode, cmd, out colorTargetHandle, out depthTargetHandle); + context.ExecuteCommandBuffer(cmd); + CommandBufferPool.Release(cmd); - bool requireFinalBlitPass = useOffscreenColorTexture; - var finalBlitSourceHandle = m_ColorTargetHandle; + ConfigureCameraTarget(colorTargetHandle.Identifier(), depthTargetHandle.Identifier()); - if (postProcessEnabled) + // We generate color LUT in the base camera only. This allows us to not break render pass execution for overlay cameras. + if (stackHasPostProcess && cameraData.renderType == CameraRenderType.Base) { - m_ColorGradingLutPass.Setup(m_ColorGradingLutHandle); + m_ColorGradingLutPass.Setup(k_ColorGradingLutHandle, VolumeManager.instance.stack, ref renderingData); EnqueuePass(m_ColorGradingLutPass); + } - // When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT, - // and only upscale the low-res RT to fullscreen when blitting it to camera target. - if (ppc != null && ppc.upscaleRT && ppc.isRunning) - { - m_PostProcessPass.Setup( - cameraTargetDescriptor, - m_ColorTargetHandle, - m_AfterPostProcessColorHandle, - RenderTargetHandle.CameraTarget, - m_ColorGradingLutHandle, - false, - false - ); - EnqueuePass(m_PostProcessPass); - - requireFinalBlitPass = true; - finalBlitSourceHandle = m_AfterPostProcessColorHandle; - } - else if (renderingData.cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing) - { - m_PostProcessPass.Setup( - cameraTargetDescriptor, - m_ColorTargetHandle, - m_AfterPostProcessColorHandle, - RenderTargetHandle.CameraTarget, - m_ColorGradingLutHandle, - true, - false - ); - EnqueuePass(m_PostProcessPass); - - m_FinalPostProcessPass.SetupFinalPass(m_AfterPostProcessColorHandle); - EnqueuePass(m_FinalPostProcessPass); - - requireFinalBlitPass = false; - } - else - { - m_PostProcessPass.Setup( - cameraTargetDescriptor, - m_ColorTargetHandle, - RenderTargetHandle.CameraTarget, - RenderTargetHandle.CameraTarget, - m_ColorGradingLutHandle, - false, - true - ); - EnqueuePass(m_PostProcessPass); - - requireFinalBlitPass = false; - } + m_Render2DLightingPass.ConfigureTarget(colorTargetHandle.Identifier(), depthTargetHandle.Identifier()); + EnqueuePass(m_Render2DLightingPass); + + // When using Upscale Render Texture on a Pixel Perfect Camera, we want all post-processing effects done with a low-res RT, + // and only upscale the low-res RT to fullscreen when blitting it to camera target. Also, final post processing pass is not run in this case, + // so FXAA is not supported (you don't want to apply FXAA when everything is intentionally pixelated). + bool requireFinalPostProcessPass = + lastCameraInStack && !ppcUpscaleRT && stackHasPostProcess && cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing; + + if (cameraData.postProcessEnabled) + { + RenderTargetHandle postProcessDestHandle = + lastCameraInStack && !ppcUpscaleRT && !requireFinalPostProcessPass ? RenderTargetHandle.CameraTarget : k_AfterPostProcessColorHandle; + + m_PostProcessPass.Setup( + cameraTargetDescriptor, + colorTargetHandle, + postProcessDestHandle, + depthTargetHandle, + k_ColorGradingLutHandle, + requireFinalPostProcessPass, + postProcessDestHandle == RenderTargetHandle.CameraTarget); + + EnqueuePass(m_PostProcessPass); + colorTargetHandle = postProcessDestHandle; } - if (requireFinalBlitPass) + if (requireFinalPostProcessPass) { - m_FinalBlitPass.Setup(cameraTargetDescriptor, finalBlitSourceHandle); + m_FinalPostProcessPass.SetupFinalPass(colorTargetHandle); + EnqueuePass(m_FinalPostProcessPass); + } + else if (lastCameraInStack && colorTargetHandle != RenderTargetHandle.CameraTarget) + { + m_FinalBlitPass.Setup(cameraTargetDescriptor, colorTargetHandle); EnqueuePass(m_FinalBlitPass); } } - + public override void SetupCullingParameters(ref ScriptableCullingParameters cullingParameters, ref CameraData cameraData) { cullingParameters.cullingOptions = CullingOptions.None; @@ -158,27 +214,13 @@ public override void SetupCullingParameters(ref ScriptableCullingParameters cull cullingParameters.shadowDistance = 0.0f; } - RenderTargetHandle CreateOffscreenColorTexture(ScriptableRenderContext context, ref RenderTextureDescriptor cameraTargetDescriptor, FilterMode filterMode) - { - RenderTargetHandle colorTextureHandle = new RenderTargetHandle(); - colorTextureHandle.Init("_CameraColorTexture"); - - var colorDescriptor = cameraTargetDescriptor; - colorDescriptor.depthBufferBits = m_UseDepthStencilBuffer ? 32 : 0; - - CommandBuffer cmd = CommandBufferPool.Get("Create Camera Textures"); - cmd.GetTemporaryRT(colorTextureHandle.id, colorDescriptor, filterMode); - - context.ExecuteCommandBuffer(cmd); - CommandBufferPool.Release(cmd); - - return colorTextureHandle; - } - public override void FinishRendering(CommandBuffer cmd) { - if (m_ColorTargetHandle != RenderTargetHandle.CameraTarget) - cmd.ReleaseTemporaryRT(m_ColorTargetHandle.id); + if (m_CreateColorTexture) + cmd.ReleaseTemporaryRT(k_ColorTextureHandle.id); + + if (m_CreateDepthTexture) + cmd.ReleaseTemporaryRT(k_DepthTextureHandle.id); } } } diff --git a/com.unity.render-pipelines.universal/Runtime/2D/ShadowCaster2D.cs b/com.unity.render-pipelines.universal/Runtime/2D/ShadowCaster2D.cs index 201a91e73b8..b823c032b92 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/ShadowCaster2D.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/ShadowCaster2D.cs @@ -24,7 +24,6 @@ public class ShadowCaster2D : ShadowCasterGroup2D [SerializeField] Mesh m_Mesh; [SerializeField] int m_InstanceId; - internal ShadowCasterGroup2D m_ShadowCasterGroup = null; internal ShadowCasterGroup2D m_PreviousShadowCasterGroup = null; @@ -84,7 +83,7 @@ internal bool IsShadowedLayer(int layer) private void Awake() { - if(m_ApplyToSortingLayers == null) + if (m_ApplyToSortingLayers == null) m_ApplyToSortingLayers = SetDefaultSortingLayers(); Bounds bounds = new Bounds(transform.position, Vector3.one); @@ -94,12 +93,14 @@ private void Awake() { bounds = renderer.bounds; } +#if USING_PHYSICS2D_MODULE else { Collider2D collider = GetComponent(); if (collider != null) bounds = collider.bounds; } +#endif Vector3 relOffset = bounds.center - transform.position; @@ -167,5 +168,14 @@ public void Update() ShadowCasterGroup2DManager.RemoveGroup(this); } } + +#if UNITY_EDITOR + void Reset() + { + Awake(); + OnEnable(); + } +#endif + } } diff --git a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs index 298ae39dfa9..03f8b935447 100644 --- a/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs +++ b/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowUtility.cs @@ -55,7 +55,9 @@ static Edge CreateEdge(int triangleIndexA, int triangleIndexB, List ver retEdge.AssignVertexIndices(triangles[triangleIndexA], triangles[triangleIndexB]); Vector3 vertex0 = vertices[retEdge.vertexIndex0]; + vertex0.z = 0; Vector3 vertex1 = vertices[retEdge.vertexIndex1]; + vertex1.z = 0; Vector3 edgeDir = Vector3.Normalize(vertex1 - vertex0); retEdge.tangent = Vector3.Cross(-Vector3.forward, edgeDir); @@ -88,7 +90,7 @@ static void SortEdges(List edgesToProcess) edgesToProcess.Sort(); } - static void CreateShadowTriangles(List vertices, List triangles, List tangents, List edges) + static void CreateShadowTriangles(List vertices, List colors, List triangles, List tangents, List edges) { for(int edgeIndex=0; edgeIndex vertices, List triangles, L int newVertexIndex = vertices.Count; vertices.Add(vertices[edge.vertexIndex0]); + colors.Add(colors[edge.vertexIndex0]); + tangents.Add(-edge.tangent); triangles.Add(edge.vertexIndex0); @@ -121,16 +125,24 @@ static void InitializeTangents(int tangentsToAdd, List tangents) public static void GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) { - Color meshInteriorColor = new Color(0, 0, 0, 1); List vertices = new List(); List triangles = new List(); List tangents = new List(); + List extrusion = new List(); // Create interior geometry int pointCount = shapePath.Length; - var inputs = new ContourVertex[pointCount]; - for (int i = 0; i < pointCount; ++i) - inputs[i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y }, Data = meshInteriorColor }; + var inputs = new ContourVertex[2 * pointCount]; + for (int i = 0; i < pointCount; i++) + { + Color extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[i].x, shapePath[i].y); + int nextPoint = (i + 1) % pointCount; + inputs[2*i] = new ContourVertex() { Position = new Vec3() { X = shapePath[i].x, Y = shapePath[i].y, Z=0 }, Data = extrusionData }; + + extrusionData = new Color(shapePath[i].x, shapePath[i].y, shapePath[nextPoint].x, shapePath[nextPoint].y); + Vector2 midPoint = 0.5f * (shapePath[i] + shapePath[nextPoint]); + inputs[2*i+1] = new ContourVertex() { Position = new Vec3() { X = midPoint.x, Y = midPoint.y, Z = 0}, Data = extrusionData }; + } Tess tessI = new Tess(); tessI.AddContour(inputs, ContourOrientation.Original); @@ -138,17 +150,20 @@ public static void GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) var indicesI = tessI.Elements.Select(i => i).ToArray(); var verticesI = tessI.Vertices.Select(v => new Vector3(v.Position.X, v.Position.Y, 0)).ToArray(); + var extrusionI = tessI.Vertices.Select(v => new Color(((Color)v.Data).r, ((Color)v.Data).g, ((Color)v.Data).b, ((Color)v.Data).a)).ToArray(); vertices.AddRange(verticesI); triangles.AddRange(indicesI); + extrusion.AddRange(extrusionI); InitializeTangents(vertices.Count, tangents); List edges = new List(); PopulateEdgeArray(vertices, triangles, edges); SortEdges(edges); - CreateShadowTriangles(vertices, triangles, tangents, edges); + CreateShadowTriangles(vertices, extrusion, triangles, tangents, edges); + Color[] finalExtrusion = extrusion.ToArray(); Vector3[] finalVertices = vertices.ToArray(); int[] finalTriangles = triangles.ToArray(); Vector4[] finalTangents = tangents.ToArray(); @@ -157,6 +172,7 @@ public static void GenerateShadowMesh(Mesh mesh, Vector3[] shapePath) mesh.vertices = finalVertices; mesh.triangles = finalTriangles; mesh.tangents = finalTangents; + mesh.colors = finalExtrusion; } } } diff --git a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs index 4d99eab591e..c3687960d01 100644 --- a/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs +++ b/com.unity.render-pipelines.universal/Runtime/Data/UniversalRenderPipelineAsset.cs @@ -4,8 +4,10 @@ using UnityEditor; using UnityEditor.ProjectWindowCallback; using System.IO; +using UnityEditorInternal; #endif using System.ComponentModel; +using System.Linq; namespace UnityEngine.Rendering.LWRP { @@ -97,11 +99,33 @@ public enum ColorGradingMode { LowDynamicRange, HighDynamicRange + } + + // (ASG) + /// + /// Where to do tone-mapping and color grading. + /// + public enum ColorTransformation + { + /// + /// Default: Performs the color transformation as a post processing pass. This is how the non-ASG URP does it. + /// + InPostProcessing, + + /// + /// Performs color transformation just before the final output of the ForwardPass shader. + /// + /// + /// This may cause issues with accuracy and blended objects will be blended incorrectly. + /// However, it allows us to avoid an extra PostProcess fullscreen blit pass, if it's not otherwise needed. + /// + InForwardPass } public class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerializationCallbackReceiver { Shader m_DefaultShader; + ScriptableRenderer[] m_Renderers = new ScriptableRenderer[1]; // Default values set when a new UniversalRenderPipeline asset is created [SerializeField] int k_AssetVersion = 5; @@ -124,6 +148,7 @@ public class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerializationC // Quality settings [SerializeField] bool m_SupportsHDR = false; + [SerializeField] ColorTransformation m_ColorTransformation = ColorTransformation.InPostProcessing; [SerializeField] MsaaQuality m_MSAA = MsaaQuality.Disabled; [SerializeField] float m_RenderScale = 1.0f; // TODO: Shader Quality Tiers @@ -154,6 +179,9 @@ public class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerializationC [SerializeField] bool m_MixedLightingSupported = true; [SerializeField] PipelineDebugLevel m_DebugLevel = PipelineDebugLevel.Disabled; + // Adaptive performance settings + [SerializeField] bool m_UseAdaptivePerformance = true; + // Post-processing settings [SerializeField] ColorGradingMode m_ColorGradingMode = ColorGradingMode.LowDynamicRange; [SerializeField] int m_ColorGradingLutSize = 32; @@ -178,6 +206,7 @@ public class UniversalRenderPipelineAsset : RenderPipelineAsset, ISerializationC internal UniversalRenderPipelineEditorResources m_EditorResourcesAsset; public static readonly string packagePath = "Packages/com.unity.render-pipelines.universal"; + public static readonly string editorResourcesGUID = "a3d8d823eedde654bb4c11a1cfaf1abb"; public static UniversalRenderPipelineAsset Create(ScriptableRendererData rendererData = null) { @@ -187,8 +216,10 @@ public static UniversalRenderPipelineAsset Create(ScriptableRendererData rendere instance.m_RendererDataList[0] = rendererData; else instance.m_RendererDataList[0] = CreateInstance(); + // Initialize default Renderer - instance.m_EditorResourcesAsset = LoadResourceFile(); + instance.m_EditorResourcesAsset = instance.editorResources; + return instance; } @@ -245,38 +276,16 @@ static void CreateUniversalPipelineEditorResources() AssetDatabase.CreateAsset(instance, string.Format("Assets/{0}.asset", typeof(UniversalRenderPipelineEditorResources).Name)); } - static T LoadResourceFile() where T : ScriptableObject - { - T resourceAsset = null; - var guids = AssetDatabase.FindAssets(typeof(T).Name + " t:scriptableobject", new[] { "Assets" }); - foreach (string guid in guids) - { - string path = AssetDatabase.GUIDToAssetPath(guid); - resourceAsset = AssetDatabase.LoadAssetAtPath(path); - if (resourceAsset != null) - break; - } - - // There's currently an issue that prevents FindAssets from find resources withing the package folder. - if (resourceAsset == null) - { - string path = packagePath + "/Runtime/Data/" + typeof(T).Name + ".asset"; - resourceAsset = AssetDatabase.LoadAssetAtPath(path); - } - - // Validate the resource file - ResourceReloader.TryReloadAllNullIn(resourceAsset, packagePath); - - return resourceAsset; - } - UniversalRenderPipelineEditorResources editorResources { get { - if (m_EditorResourcesAsset == null) - m_EditorResourcesAsset = LoadResourceFile(); - + if (m_EditorResourcesAsset != null && !m_EditorResourcesAsset.Equals(null)) + return m_EditorResourcesAsset; + + string resourcePath = AssetDatabase.GUIDToAssetPath(editorResourcesGUID); + var objs = InternalEditorUtility.LoadSerializedFileAndForget(resourcePath); + m_EditorResourcesAsset = objs != null && objs.Length > 0 ? objs.First() as UniversalRenderPipelineEditorResources : null; return m_EditorResourcesAsset; } } @@ -312,9 +321,44 @@ protected override RenderPipeline CreatePipeline() return null; } + CreateRenderers(); return new UniversalRenderPipeline(this); } + void DestroyRenderers() + { + foreach (var renderer in m_Renderers) + renderer?.Dispose(); + } + + protected override void OnValidate() + { + DestroyRenderers(); + + // This will call RenderPipelineManager.CleanupRenderPipeline that in turn disposes the render pipeline instance and + // assign pipeline asset reference to null + base.OnValidate(); + } + + protected override void OnDisable() + { + DestroyRenderers(); + + // This will call RenderPipelineManager.CleanupRenderPipeline that in turn disposes the render pipeline instance and + // assign pipeline asset reference to null + base.OnDisable(); + } + + void CreateRenderers() + { + m_Renderers = new ScriptableRenderer[m_RendererDataList.Length]; + for (int i = 0; i < m_RendererDataList.Length; ++i) + { + if (m_RendererDataList[i] != null) + m_Renderers[i] = m_RendererDataList[i].InternalCreateRenderer(); + } + } + Material GetMaterial(DefaultMaterialType materialType) { #if UNITY_EDITOR @@ -346,11 +390,55 @@ Material GetMaterial(DefaultMaterialType materialType) } /// - /// Returns the default renderer being used by the current render pipeline instace. + /// Returns the default renderer being used by this pipeline. /// public ScriptableRenderer scriptableRenderer { - get => UniversalRenderPipeline.currentRenderPipeline?.GetRenderer(m_DefaultRendererIndex); + get + { + if (m_RendererDataList?.Length > m_DefaultRendererIndex && m_RendererDataList[m_DefaultRendererIndex] == null) + { + Debug.LogError("Default renderer is missing from the current Pipeline Asset.", this); + return null; + } + + if (scriptableRendererData.isInvalidated || m_Renderers[m_DefaultRendererIndex] == null) + { + m_Renderers[m_DefaultRendererIndex] = scriptableRendererData.InternalCreateRenderer(); + } + + return m_Renderers[m_DefaultRendererIndex]; + } + } + + /// + /// Returns a renderer from the current pipeline asset + /// + /// Index to the renderer. If invalid index is passed, the default renderer is returned instead. + /// + public ScriptableRenderer GetRenderer(int index) + { + if (index == -1) + index = m_DefaultRendererIndex; + + if (index >= m_RendererDataList.Length || index < 0 || m_RendererDataList[index] == null) + { + Debug.LogWarning( + $"Renderer at index {index.ToString()} is missing, falling back to Default Renderer {m_RendererDataList[m_DefaultRendererIndex].name}", + this); + index = m_DefaultRendererIndex; + } + + // RendererData list differs from RendererList. Create RendererList. + if (m_Renderers == null || m_Renderers.Length < m_RendererDataList.Length) + CreateRenderers(); + + // This renderer data is outdated or invalid, we recreate the renderer + // so we construct all render passes with the updated data + if (m_RendererDataList[index].isInvalidated || m_Renderers[index] == null) + m_Renderers[index] = m_RendererDataList[index].InternalCreateRenderer(); + + return m_Renderers[index]; } internal ScriptableRendererData scriptableRendererData @@ -431,6 +519,12 @@ public bool supportsHDR set { m_SupportsHDR = value; } } + public ColorTransformation colorTransformation + { + get { return m_ColorTransformation; } + set { m_ColorTransformation = value; } + } + public int msaaSampleCount { get { return (int)m_MSAA; } @@ -558,6 +652,16 @@ public int colorGradingLutSize set { m_ColorGradingLutSize = Mathf.Clamp(value, k_MinLutSize, k_MaxLutSize); } } + /// + /// Set to true to allow Adaptive performance to modify graphics quality settings during runtime. + /// Only applicable when Adaptive performance package is available. + /// + public bool useAdaptivePerformance + { + get { return m_UseAdaptivePerformance; } + set { m_UseAdaptivePerformance = value; } + } + public override Material defaultMaterial { get { return GetMaterial(DefaultMaterialType.Standard); } @@ -614,6 +718,12 @@ public override Shader defaultShader if (defaultShader != null) return defaultShader; } + + if (m_DefaultShader == null) + { + string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(ShaderPathID.Lit)); + m_DefaultShader = AssetDatabase.LoadAssetAtPath(path); + } #endif if (m_DefaultShader == null) @@ -626,42 +736,42 @@ public override Shader defaultShader #if UNITY_EDITOR public override Shader autodeskInteractiveShader { - get { return editorResources.shaders.autodeskInteractivePS; } + get { return editorResources?.shaders.autodeskInteractivePS; } } public override Shader autodeskInteractiveTransparentShader { - get { return editorResources.shaders.autodeskInteractiveTransparentPS; } + get { return editorResources?.shaders.autodeskInteractiveTransparentPS; } } public override Shader autodeskInteractiveMaskedShader { - get { return editorResources.shaders.autodeskInteractiveMaskedPS; } + get { return editorResources?.shaders.autodeskInteractiveMaskedPS; } } public override Shader terrainDetailLitShader { - get { return editorResources.shaders.terrainDetailLitPS; } + get { return editorResources?.shaders.terrainDetailLitPS; } } public override Shader terrainDetailGrassShader { - get { return editorResources.shaders.terrainDetailGrassPS; } + get { return editorResources?.shaders.terrainDetailGrassPS; } } public override Shader terrainDetailGrassBillboardShader { - get { return editorResources.shaders.terrainDetailGrassBillboardPS; } + get { return editorResources?.shaders.terrainDetailGrassBillboardPS; } } public override Shader defaultSpeedTree7Shader { - get { return editorResources.shaders.defaultSpeedTree7PS; } + get { return editorResources?.shaders.defaultSpeedTree7PS; } } public override Shader defaultSpeedTree8Shader { - get { return editorResources.shaders.defaultSpeedTree8PS; } + get { return editorResources?.shaders.defaultSpeedTree8PS; } } #endif diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs index 353f84eaf32..7c46a955e3d 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardRenderer.cs @@ -1,3 +1,4 @@ +using System; using UnityEngine.Rendering.Universal.Internal; namespace UnityEngine.Rendering.Universal @@ -9,15 +10,15 @@ namespace UnityEngine.Rendering.Universal ///
public sealed class ForwardRenderer : ScriptableRenderer { + const int k_DepthStencilBufferBits = 32; const string k_CreateCameraTextures = "Create Camera Texture"; - ColorGradingLutPass m_ColorGradingLutPass; + ColorGradingLutPass[] m_ColorGradingLutPasses; DepthOnlyPass m_DepthPrepass; MainLightShadowCasterPass m_MainLightShadowCasterPass; AdditionalLightsShadowCasterPass m_AdditionalLightsShadowCasterPass; - ScreenSpaceShadowResolvePass m_ScreenSpaceShadowResolvePass; - DrawObjectsPass m_RenderOpaqueForwardPass; + DrawObjectsPass[] m_RenderOpaqueForwardPasses; DrawSkyboxPass m_DrawSkyboxPass; CopyDepthPass m_CopyDepthPass; CopyColorPass m_CopyColorPass; @@ -40,7 +41,7 @@ public sealed class ForwardRenderer : ScriptableRenderer RenderTargetHandle m_DepthTexture; RenderTargetHandle m_OpaqueColor; RenderTargetHandle m_AfterPostProcessColor; - RenderTargetHandle m_ColorGradingLut; + RenderTargetHandle[] m_ColorGradingLuts; // In forward color grading: one lut for each render layer, in post process grading: a single lut for the whole screen. ForwardLights m_ForwardLights; StencilState m_DefaultStencilState; @@ -70,14 +71,27 @@ public ForwardRenderer(ForwardRendererData data) : base(data) m_MainLightShadowCasterPass = new MainLightShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_AdditionalLightsShadowCasterPass = new AdditionalLightsShadowCasterPass(RenderPassEvent.BeforeRenderingShadows); m_DepthPrepass = new DepthOnlyPass(RenderPassEvent.BeforeRenderingPrepasses, RenderQueueRange.opaque, data.opaqueLayerMask); - m_ScreenSpaceShadowResolvePass = new ScreenSpaceShadowResolvePass(RenderPassEvent.BeforeRenderingPrepasses, m_ScreenspaceShadowsMaterial); - m_ColorGradingLutPass = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrepasses, data.postProcessData); - m_RenderOpaqueForwardPass = new DrawObjectsPass("Render Opaques", true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, m_DefaultStencilState, stencilData.stencilReference); + + int[] renderLayersWithGrading = UniversalRenderPipeline.renderLayersWithColorGrading; + m_ColorGradingLutPasses = new ColorGradingLutPass[renderLayersWithGrading.Length]; + for (int i = 0; i < renderLayersWithGrading.Length; i++) + { + m_ColorGradingLutPasses[i] = new ColorGradingLutPass(RenderPassEvent.BeforeRenderingPrepasses, data.postProcessData); + } + + m_RenderOpaqueForwardPasses = new DrawObjectsPass[renderLayersWithGrading.Length]; + for (int i = 0; i < renderLayersWithGrading.Length; i++) + { + int renderLayer = renderLayersWithGrading[i]; + uint renderLayerMask = (uint)1 << renderLayer; + m_RenderOpaqueForwardPasses[i] = new DrawObjectsPass("Render Opaques, Layer " + renderLayer, true, RenderPassEvent.BeforeRenderingOpaques, RenderQueueRange.opaque, data.opaqueLayerMask, renderLayerMask, m_DefaultStencilState, stencilData.stencilReference); + } + m_CopyDepthPass = new CopyDepthPass(RenderPassEvent.AfterRenderingSkybox, m_CopyDepthMaterial); m_DrawSkyboxPass = new DrawSkyboxPass(RenderPassEvent.BeforeRenderingSkybox); - m_CopyColorPass = new CopyColorPass(RenderPassEvent.BeforeRenderingTransparents, m_SamplingMaterial); + m_CopyColorPass = new CopyColorPass(RenderPassEvent.AfterRenderingSkybox, m_SamplingMaterial); m_TransparentSettingsPass = new TransparentSettingsPass(RenderPassEvent.BeforeRenderingTransparents, data.shadowTransparentReceive); - m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, m_DefaultStencilState, stencilData.stencilReference); + m_RenderTransparentForwardPass = new DrawObjectsPass("Render Transparents", false, RenderPassEvent.BeforeRenderingTransparents, RenderQueueRange.transparent, data.transparentLayerMask, UInt32.MaxValue, m_DefaultStencilState, stencilData.stencilReference); m_OnRenderObjectCallbackPass = new InvokeOnRenderObjectCallbackPass(RenderPassEvent.BeforeRenderingPostProcessing); m_PostProcessPass = new PostProcessPass(RenderPassEvent.BeforeRenderingPostProcessing, data.postProcessData, m_BlitMaterial); m_FinalPostProcessPass = new PostProcessPass(RenderPassEvent.AfterRendering + 1, data.postProcessData, m_BlitMaterial); @@ -95,7 +109,13 @@ public ForwardRenderer(ForwardRendererData data) : base(data) m_DepthTexture.Init("_CameraDepthTexture"); m_OpaqueColor.Init("_CameraOpaqueTexture"); m_AfterPostProcessColor.Init("_AfterPostProcessTexture"); - m_ColorGradingLut.Init("_InternalGradingLut"); + + m_ColorGradingLuts = new RenderTargetHandle[renderLayersWithGrading.Length]; + for (int i = 0; i < renderLayersWithGrading.Length; i++) + { + m_ColorGradingLuts[i].Init("_InternalGradingLut_Layer"+i); + } + m_ForwardLights = new ForwardLights(); supportedRenderingFeatures = new RenderingFeatures() @@ -129,17 +149,27 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re ConfigureCameraTarget(BuiltinRenderTextureType.CameraTarget, BuiltinRenderTextureType.CameraTarget); for (int i = 0; i < rendererFeatures.Count; ++i) - rendererFeatures[i].AddRenderPasses(this, ref renderingData); + { + if(rendererFeatures[i].isActive) + rendererFeatures[i].AddRenderPasses(this, ref renderingData); + } + + for (int i = 0; i < UniversalRenderPipeline.renderLayersWithColorGrading.Length; i++) + { + m_RenderOpaqueForwardPasses[i].Setup(); + EnqueuePass(m_RenderOpaqueForwardPasses[i]); + } - EnqueuePass(m_RenderOpaqueForwardPass); EnqueuePass(m_DrawSkyboxPass); + m_RenderTransparentForwardPass.Setup(); EnqueuePass(m_RenderTransparentForwardPass); return; } // Should apply post-processing after rendering this camera? - bool applyPostProcessing = cameraData.postProcessEnabled; - + // (ASG) And are there any post process effects *actually* active? + bool applyPostProcessing = cameraData.postProcessEnabled && !CanSkipSeparatePostProcessPass(); + // There's at least a camera in the camera stack that applies post-processing bool anyPostProcessing = renderingData.postProcessingEnabled; @@ -147,6 +177,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // We generate color LUT in the base camera only. This allows us to not break render pass execution for overlay cameras. bool generateColorGradingLUT = anyPostProcessing && cameraData.renderType == CameraRenderType.Base; bool isSceneViewCamera = cameraData.isSceneViewCamera; + bool isPreviewCamera = cameraData.isPreviewCamera; bool requiresDepthTexture = cameraData.requiresDepthTexture; bool isStereoEnabled = cameraData.isStereoEnabled; @@ -155,24 +186,37 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re bool transparentsNeedSettingsPass = m_TransparentSettingsPass.Setup(ref renderingData); // Depth prepass is generated in the following cases: - // - Scene view camera always requires a depth texture. We do a depth pre-pass to simplify it and it shouldn't matter much for editor. // - If game or offscreen camera requires it we check if we can copy the depth from the rendering opaques pass and use that instead. - bool requiresDepthPrepass = isSceneViewCamera; - requiresDepthPrepass |= (requiresDepthTexture && !CanCopyDepth(ref renderingData.cameraData)); + // - Scene or preview cameras always require a depth texture. We do a depth pre-pass to simplify it and it shouldn't matter much for editor. + bool requiresDepthPrepass = requiresDepthTexture && !CanCopyDepth(ref renderingData.cameraData); + requiresDepthPrepass |= isSceneViewCamera; + requiresDepthPrepass |= isPreviewCamera; // The copying of depth should normally happen after rendering opaques. // But if we only require it for post processing or the scene camera then we do it after rendering transparent objects m_CopyDepthPass.renderPassEvent = (!requiresDepthTexture && (applyPostProcessing || isSceneViewCamera)) ? RenderPassEvent.AfterRenderingTransparents : RenderPassEvent.AfterRenderingOpaques; - // TODO: There's an issue in multiview and depth copy pass. Atm forcing a depth prepass on XR until we have a proper fix. + // TODO: CopyDepth pass is disabled in XR due to required work to handle camera matrices in URP. + // IF this condition is removed make sure the CopyDepthPass.cs is working properly on all XR modes. This requires PureXR SDK integration. if (isStereoEnabled && requiresDepthTexture) requiresDepthPrepass = true; - bool createColorTexture = RequiresIntermediateColorTexture(ref renderingData, cameraTargetDescriptor); + bool createColorTexture = RequiresIntermediateColorTexture(ref cameraData, applyPostProcessing); + createColorTexture |= (rendererFeatures.Count != 0); + createColorTexture &= !isPreviewCamera; // If camera requires depth and there's no depth pre-pass we create a depth texture that can be read later by effect requiring it. bool createDepthTexture = cameraData.requiresDepthTexture && !requiresDepthPrepass; - createDepthTexture |= (renderingData.cameraData.renderType == CameraRenderType.Base && !renderingData.resolveFinalTarget); + createDepthTexture |= (cameraData.renderType == CameraRenderType.Base && !cameraData.resolveFinalTarget); + +#if UNITY_ANDROID || UNITY_WEBGL + if (SystemInfo.graphicsDeviceType != GraphicsDeviceType.Vulkan) + { + // GLES can not use render texture's depth buffer with the color buffer of the backbuffer + // in such case we create a color texture for it too. + createColorTexture |= createDepthTexture; + } +#endif // Configure all settings require to start a new camera stack (base camera only) if (cameraData.renderType == CameraRenderType.Base) @@ -191,7 +235,7 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re int backbufferMsaaSamples = (intermediateRenderTexture) ? 1 : cameraTargetDescriptor.msaaSamples; if (Camera.main == camera && camera.cameraType == CameraType.Game && cameraData.targetTexture == null) - SetupBackbufferFormat(backbufferMsaaSamples, isStereoEnabled); + SetupBackbufferFormat(backbufferMsaaSamples, isStereoEnabled); } else { @@ -203,7 +247,8 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re for (int i = 0; i < rendererFeatures.Count; ++i) { - rendererFeatures[i].AddRenderPasses(this, ref renderingData); + if(rendererFeatures[i].isActive) + rendererFeatures[i].AddRenderPasses(this, ref renderingData); } int count = activeRenderPassQueue.Count; @@ -226,13 +271,22 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re EnqueuePass(m_DepthPrepass); } + int[] layers = UniversalRenderPipeline.renderLayersWithColorGrading; if (generateColorGradingLUT) { - m_ColorGradingLutPass.Setup(m_ColorGradingLut); - EnqueuePass(m_ColorGradingLutPass); + for (int i = 0; i < layers.Length; i++) + { + m_ColorGradingLutPasses[i].Setup(m_ColorGradingLuts[i], UniversalRenderPipeline.renderLayerStacks[layers[i]], ref renderingData); + EnqueuePass(m_ColorGradingLutPasses[i]); + } + } + + for (int i = 0; i < layers.Length; i++) + { + m_RenderOpaqueForwardPasses[i].Setup(m_ColorGradingLuts[i], UniversalRenderPipeline.renderLayerStacks[layers[i]], generateColorGradingLUT); + EnqueuePass(m_RenderOpaqueForwardPasses[i]); } - EnqueuePass(m_RenderOpaqueForwardPass); bool isOverlayCamera = cameraData.renderType == CameraRenderType.Overlay; if (camera.clearFlags == CameraClearFlags.Skybox && RenderSettings.skybox != null && !isOverlayCamera) @@ -259,30 +313,32 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re EnqueuePass(m_TransparentSettingsPass); } + // (ASG) For now, transparent objects are treated as if they are on render layer 1, regardless of the settings. + // This avoids having to split out separate render passes for all transparent objects as well. + m_RenderTransparentForwardPass.Setup(m_ColorGradingLuts[0], UniversalRenderPipeline.renderLayerStacks[0], generateColorGradingLUT); + EnqueuePass(m_RenderTransparentForwardPass); EnqueuePass(m_OnRenderObjectCallbackPass); - bool lastCameraInTheStack = renderingData.resolveFinalTarget; + bool lastCameraInTheStack = cameraData.resolveFinalTarget; bool hasCaptureActions = renderingData.cameraData.captureActions != null && lastCameraInTheStack; - bool applyFinalPostProcessing = anyPostProcessing && lastCameraInTheStack && renderingData.cameraData.antialiasing == AntialiasingMode.FastApproximateAntialiasing; // When post-processing is enabled we can use the stack to resolve rendering to camera target (screen or RT). // However when there are render passes executing after post we avoid resolving to screen so rendering continues (before sRGBConvertion etc) - bool dontResolvePostProcessingToCameraTarget = hasCaptureActions || hasPassesAfterPostProcessing || applyFinalPostProcessing; + bool resolvePostProcessingToCameraTarget = !hasCaptureActions && !hasPassesAfterPostProcessing && !applyFinalPostProcessing; if (lastCameraInTheStack) { // Post-processing will resolve to final target. No need for final blit pass. if (applyPostProcessing) { - var destination = dontResolvePostProcessingToCameraTarget ? m_AfterPostProcessColor : RenderTargetHandle.CameraTarget; + var destination = resolvePostProcessingToCameraTarget ? RenderTargetHandle.CameraTarget : m_AfterPostProcessColor; // if resolving to screen we need to be able to perform sRGBConvertion in post-processing if necessary - bool doSRGBConvertion = !(dontResolvePostProcessingToCameraTarget || (m_ActiveCameraColorAttachment != RenderTargetHandle.CameraTarget)); - m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, destination, m_ActiveCameraDepthAttachment, m_ColorGradingLut, applyFinalPostProcessing, doSRGBConvertion); - Debug.Assert(applyPostProcessing || doSRGBConvertion, "This will do unnecessary blit!"); + bool doSRGBConvertion = resolvePostProcessingToCameraTarget; + m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, destination, m_ActiveCameraDepthAttachment, m_ColorGradingLuts[0], applyFinalPostProcessing, doSRGBConvertion); EnqueuePass(m_PostProcessPass); } @@ -323,12 +379,12 @@ public override void Setup(ScriptableRenderContext context, ref RenderingData re // stay in RT so we resume rendering on stack after post-processing else if (applyPostProcessing) { - m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, m_AfterPostProcessColor, m_ActiveCameraDepthAttachment, m_ColorGradingLut, false, false); + m_PostProcessPass.Setup(cameraTargetDescriptor, m_ActiveCameraColorAttachment, m_AfterPostProcessColor, m_ActiveCameraDepthAttachment, m_ColorGradingLuts[0], false, false); EnqueuePass(m_PostProcessPass); } #if UNITY_EDITOR - if (renderingData.cameraData.isSceneViewCamera) + if (isSceneViewCamera) { // Scene view camera should always resolve target (not stacked) Assertions.Assert.IsTrue(lastCameraInTheStack, "Editor camera must resolve target upon finish rendering."); @@ -403,7 +459,6 @@ void CreateCameraRenderTarget(ScriptableRenderContext context, ref CameraData ca var depthDescriptor = descriptor; depthDescriptor.colorFormat = RenderTextureFormat.Depth; depthDescriptor.depthBufferBits = k_DepthStencilBufferBits; - depthDescriptor.bindMS = msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve && (SystemInfo.supportsMultisampledTextures != 0); cmd.GetTemporaryRT(m_ActiveCameraDepthAttachment.id, depthDescriptor, FilterMode.Point); } @@ -414,6 +469,9 @@ void CreateCameraRenderTarget(ScriptableRenderContext context, ref CameraData ca void SetupBackbufferFormat(int msaaSamples, bool stereo) { #if ENABLE_VR && ENABLE_VR_MODULE + if (!stereo) + return; + bool msaaSampleCountHasChanged = false; int currentQualitySettingsSampleCount = QualitySettings.antiAliasing; if (currentQualitySettingsSampleCount != msaaSamples && @@ -422,46 +480,58 @@ void SetupBackbufferFormat(int msaaSamples, bool stereo) msaaSampleCountHasChanged = true; } + // Todo(john): I think this is where that antialiasing settings asset churn is coming from. // There's no exposed API to control how a backbuffer is created with MSAA // By settings antiAliasing we match what the amount of samples in camera data with backbuffer // We only do this for the main camera and this only takes effect in the beginning of next frame. // This settings should not be changed on a frame basis so that's fine. - QualitySettings.antiAliasing = msaaSamples; - - if (stereo && msaaSampleCountHasChanged) + if (msaaSampleCountHasChanged) + { + QualitySettings.antiAliasing = msaaSamples; XR.XRDevice.UpdateEyeTextureMSAASetting(); -#else - QualitySettings.antiAliasing = msaaSamples; + } #endif } - - bool RequiresIntermediateColorTexture(ref RenderingData renderingData, RenderTextureDescriptor baseDescriptor) + + // (ASG) applyPostProcessing: Even if the camera has post processing enabled, we may not be applying it, + // if no active effects require a separate post process pass. + /// + /// Checks if the pipeline needs to create a intermediate render texture. + /// + /// CameraData contains all relevant render target information for the camera. + /// We may not be applying the post process pass, even if the camera has post process enabled. + /// + /// Return true if pipeline needs to render to a intermediate render texture. + bool RequiresIntermediateColorTexture(ref CameraData cameraData, bool applyPostProcessPass) { // When rendering a camera stack we always create an intermediate render texture to composite camera results. // We create it upon rendering the Base camera. - if (renderingData.cameraData.renderType == CameraRenderType.Base && !renderingData.resolveFinalTarget) + if (cameraData.renderType == CameraRenderType.Base && !cameraData.resolveFinalTarget) return true; - ref CameraData cameraData = ref renderingData.cameraData; - int msaaSamples = cameraData.cameraTargetDescriptor.msaaSamples; - bool isStereoEnabled = renderingData.cameraData.isStereoEnabled; - bool isScaledRender = !Mathf.Approximately(cameraData.renderScale, 1.0f); - bool isCompatibleBackbufferTextureDimension = baseDescriptor.dimension == TextureDimension.Tex2D; + bool isSceneViewCamera = cameraData.isSceneViewCamera; + var cameraTargetDescriptor = cameraData.cameraTargetDescriptor; + int msaaSamples = cameraTargetDescriptor.msaaSamples; + bool isStereoEnabled = cameraData.isStereoEnabled; + bool isScaledRender = !Mathf.Approximately(cameraData.renderScale, 1.0f) && !cameraData.isStereoEnabled; + bool isCompatibleBackbufferTextureDimension = cameraTargetDescriptor.dimension == TextureDimension.Tex2D; bool requiresExplicitMsaaResolve = msaaSamples > 1 && !SystemInfo.supportsMultisampleAutoResolve; - bool isOffscreenRender = cameraData.targetTexture != null && !cameraData.isSceneViewCamera; + bool isOffscreenRender = cameraData.targetTexture != null && !isSceneViewCamera; bool isCapturing = cameraData.captureActions != null; #if ENABLE_VR && ENABLE_VR_MODULE if (isStereoEnabled) - isCompatibleBackbufferTextureDimension = UnityEngine.XR.XRSettings.deviceEyeTextureDimension == baseDescriptor.dimension; + isCompatibleBackbufferTextureDimension = UnityEngine.XR.XRSettings.deviceEyeTextureDimension == cameraTargetDescriptor.dimension; #endif - bool requiresBlitForOffscreenCamera = cameraData.postProcessEnabled || cameraData.requiresOpaqueTexture || requiresExplicitMsaaResolve; + bool requiresBlitForOffscreenCamera = (cameraData.postProcessEnabled && applyPostProcessPass) || cameraData.requiresOpaqueTexture || requiresExplicitMsaaResolve || !cameraData.isDefaultViewport; if (isOffscreenRender) return requiresBlitForOffscreenCamera; - return requiresBlitForOffscreenCamera || cameraData.isSceneViewCamera || isScaledRender || cameraData.isHdrEnabled || - !isCompatibleBackbufferTextureDimension || !cameraData.isDefaultViewport || isCapturing || Display.main.requiresBlitToBackbuffer; + bool colorTransformInPost = UniversalRenderPipeline.asset.colorTransformation == ColorTransformation.InPostProcessing; + + return requiresBlitForOffscreenCamera || cameraData.isSceneViewCamera || isScaledRender || (cameraData.isHdrEnabled && colorTransformInPost) || + !isCompatibleBackbufferTextureDimension || isCapturing || (Display.main.requiresBlitToBackbuffer && !isStereoEnabled); } bool CanCopyDepth(ref CameraData cameraData) @@ -477,5 +547,50 @@ bool CanCopyDepth(ref CameraData cameraData) bool msaaDepthResolve = false; return supportsDepthCopy || msaaDepthResolve; } + + // (ASG) + /// + /// Some effects like tonemap and color grading can be applied in the ForwardPass without needing a separate + /// post process shader. This function returns whether all active post-processing effects are compatible to be + /// run in the ForwardPass. + /// + /// Expensive, because we re-query the effects stack. Don't run more than once. + public bool CanSkipSeparatePostProcessPass() + { + if (UniversalRenderPipeline.asset.colorTransformation != ColorTransformation.InForwardPass) + { + return false; + } + + var stack = VolumeManager.instance.stack; + + // We can skip the post process pass if only forward effects are activated. + // Note: This doesn't allocate. I've profiled it, on desktop. (john) + foreach (var type in stack.components.Keys) + { + if (!( + type == typeof(ChannelMixer) || + type == typeof(ColorAdjustments) || + type == typeof(ColorCurves) || + type == typeof(ColorLookup) || + type == typeof(LiftGammaGain) || + type == typeof(ShadowsMidtonesHighlights) || + type == typeof(SplitToning) || + type == typeof(Tonemapping) || + type == typeof(WhiteBalance))) + { + VolumeComponent component = stack.components[type]; + if (component.active && component is IPostProcessComponent post && post.IsActive()) + { + // We've enabled a post effect that's not compatible with ForwardPass execution. + return false; + } + } + } + + // All effects are either disabled or able to run on forward pass. + return true; + } + } } diff --git a/com.unity.render-pipelines.universal/Runtime/ForwardRendererData.cs b/com.unity.render-pipelines.universal/Runtime/ForwardRendererData.cs index 89fac529b48..1cb52ad9614 100644 --- a/com.unity.render-pipelines.universal/Runtime/ForwardRendererData.cs +++ b/com.unity.render-pipelines.universal/Runtime/ForwardRendererData.cs @@ -72,13 +72,54 @@ protected override ScriptableRenderer Create() return new ForwardRenderer(this); } - internal LayerMask opaqueLayerMask => m_OpaqueLayerMask; + /// + /// Use this to configure how to filter opaque objects. + /// + public LayerMask opaqueLayerMask + { + get => m_OpaqueLayerMask; + set + { + SetDirty(); + m_OpaqueLayerMask = value; + } + } - public LayerMask transparentLayerMask => m_TransparentLayerMask; + /// + /// Use this to configure how to filter transparent objects. + /// + public LayerMask transparentLayerMask + { + get => m_TransparentLayerMask; + set + { + SetDirty(); + m_TransparentLayerMask = value; + } + } - public StencilStateData defaultStencilState => m_DefaultStencilState; + public StencilStateData defaultStencilState + { + get => m_DefaultStencilState; + set + { + SetDirty(); + m_DefaultStencilState = value; + } + } - public bool shadowTransparentReceive => m_ShadowTransparentReceive; + /// + /// True if transparent objects receive shadows. + /// + public bool shadowTransparentReceive + { + get => m_ShadowTransparentReceive; + set + { + SetDirty(); + m_ShadowTransparentReceive = value; + } + } protected override void OnEnable() { diff --git a/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat b/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat index 5b4b5a1e9a9..efa3f2495e3 100644 --- a/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat +++ b/com.unity.render-pipelines.universal/Runtime/Materials/Lit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - 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m_CustomRenderQueue: 2050 + m_CustomRenderQueue: 2000 stringTagMap: RenderType: Opaque disabledShaderPasses: [] @@ -92,6 +92,7 @@ Material: - _Color: {r: 0.5, g: 0.5, b: 0.5, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.5, g: 0.5, b: 0.5, a: 0.5} + m_BuildTextureStacks: [] --- !u!114 &2591765247069500558 MonoBehaviour: m_ObjectHideFlags: 11 @@ -101,8 +102,7 @@ MonoBehaviour: m_GameObject: {fileID: 0} m_Enabled: 1 m_EditorHideFlags: 0 - m_GeneratorAsset: {fileID: 0} m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 diff --git a/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat b/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat index 4d41eb70b7b..7dcf74e9565 100644 --- a/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat +++ b/com.unity.render-pipelines.universal/Runtime/Materials/TerrainLit.mat @@ -12,7 +12,7 @@ MonoBehaviour: m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3} m_Name: m_EditorClassIdentifier: - version: 1 + version: 2 --- !u!21 &2100000 Material: serializedVersion: 6 @@ -164,3 +164,4 @@ Material: - _Color: {r: 1, g: 1, b: 1, a: 1} - _EmissionColor: {r: 0, g: 0, b: 0, a: 1} - _SpecColor: {r: 0.19999996, g: 0.19999996, b: 0.19999996, a: 1} + m_BuildTextureStacks: [] diff --git a/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs b/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs index 1e830d40838..1973b701619 100644 --- a/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs +++ b/com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs @@ -23,6 +23,9 @@ public sealed class Bloom : VolumeComponent, IPostProcessComponent [Tooltip("Use bicubic sampling instead of bilinear sampling for the upsampling passes. This is slightly more expensive but helps getting smoother visuals.")] public BoolParameter highQualityFiltering = new BoolParameter(false); + [Tooltip("The number of final iterations to skip in the effect processing sequence.")] + public ClampedIntParameter skipIterations = new ClampedIntParameter(2, 0, 16); + [Tooltip("Dirtiness texture to add smudges or dust to the bloom effect.")] public TextureParameter dirtTexture = new TextureParameter(null); diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs index c2b7dffc8e0..b8cd27b5e1a 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/ColorGradingLutPass.cs @@ -16,7 +16,9 @@ public class ColorGradingLutPass : ScriptableRenderPass readonly GraphicsFormat m_HdrLutFormat; readonly GraphicsFormat m_LdrLutFormat; + RenderTextureDescriptor lutTextureDescriptor; RenderTargetHandle m_InternalLut; + VolumeStack m_PostProcessingStack; // Which post processing stack to read for the color grading settings. public ColorGradingLutPass(RenderPassEvent evt, PostProcessData data) { @@ -53,9 +55,31 @@ Material Load(Shader shader) m_LdrLutFormat = GraphicsFormat.R8G8B8A8_UNorm; } - public void Setup(in RenderTargetHandle internalLut) + public void Setup(in RenderTargetHandle internalLut, in VolumeStack postProcessingStack, ref RenderingData renderingData) { m_InternalLut = internalLut; + m_PostProcessingStack = postProcessingStack; + + ref var postProcessingData = ref renderingData.postProcessingData; + bool hdr = postProcessingData.gradingMode == ColorGradingMode.HighDynamicRange; + int lutHeight = postProcessingData.lutSize; + int lutWidth = lutHeight * lutHeight; + var format = hdr ? m_HdrLutFormat : m_LdrLutFormat; + + lutTextureDescriptor = new RenderTextureDescriptor(lutWidth, lutHeight, format, 0); + lutTextureDescriptor.vrUsage = VRTextureUsage.None; // We only need one for both eyes in VR + } + + /// + public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) + { + // Create and set the render target to the LUT texture. + cmd.GetTemporaryRT(m_InternalLut.id, lutTextureDescriptor, FilterMode.Bilinear); + + // (ASG) This is required, otherwise this pass has the default camera attachment, and the code in + // ScriptableRenderer.Execute enables XR mode for this pass (when in forward color grading mode). + // (John): I believe this is a bug in URP, and this should be set. + ConfigureTarget(m_InternalLut.Identifier()); } /// @@ -64,7 +88,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData var cmd = CommandBufferPool.Get(k_ProfilerTag); // Fetch all color grading settings - var stack = VolumeManager.instance.stack; + var stack = m_PostProcessingStack; var channelMixer = stack.GetComponent(); var colorAdjustments = stack.GetComponent(); var curves = stack.GetComponent(); @@ -80,11 +104,7 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData // Prepare texture & material int lutHeight = postProcessingData.lutSize; int lutWidth = lutHeight * lutHeight; - var format = hdr ? m_HdrLutFormat : m_LdrLutFormat; var material = hdr ? m_LutBuilderHdr : m_LutBuilderLdr; - var desc = new RenderTextureDescriptor(lutWidth, lutHeight, format, 0); - desc.vrUsage = VRTextureUsage.None; // We only need one for both eyes in VR - cmd.GetTemporaryRT(m_InternalLut.id, desc, FilterMode.Bilinear); // Prepare data var lmsColorBalance = ColorUtils.ColorBalanceToLMSCoeffs(whiteBalance.temperature.value, whiteBalance.tint.value); diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs index 15e70409b35..a47a398a0f8 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/CopyDepthPass.cs @@ -18,6 +18,8 @@ public class CopyDepthPass : ScriptableRenderPass Material m_CopyDepthMaterial; const string m_ProfilerTag = "Copy Depth"; + int m_ScaleBiasId = Shader.PropertyToID("_ScaleBiasRT"); + public CopyDepthPass(RenderPassEvent evt, Material copyDepthMaterial) { m_CopyDepthMaterial = copyDepthMaterial; @@ -42,6 +44,8 @@ public override void Configure(CommandBuffer cmd, RenderTextureDescriptor camera descriptor.depthBufferBits = 32; //TODO: do we really need this. double check; descriptor.msaaSamples = 1; cmd.GetTemporaryRT(destination.id, descriptor, FilterMode.Point); + + ConfigureTarget(destination.Identifier()); } /// @@ -60,45 +64,56 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData RenderTextureDescriptor descriptor = renderingData.cameraData.cameraTargetDescriptor; int cameraSamples = descriptor.msaaSamples; - // TODO: we don't need a command buffer here. We can set these via Material.Set* API - cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier()); - - if (cameraSamples > 1) + CameraData cameraData = renderingData.cameraData; + + switch (cameraSamples) { - cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa); - if (cameraSamples == 4) - { + case 8: + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); + cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); + break; + + case 4: cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); - } - else - { + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); + break; + + case 2: cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); - } - - Blit(cmd, depthSurface, copyDepthSurface, m_CopyDepthMaterial); - } - else - { - cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa); - cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); - cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); - CopyTexture(cmd, depthSurface, copyDepthSurface, m_CopyDepthMaterial); + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); + break; + + // MSAA disabled + default: + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); + break; } + + cmd.SetGlobalTexture("_CameraDepthAttachment", source.Identifier()); + + // Blit has logic to flip projection matrix when rendering to render texture. + // Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x + // If you replace this Blit with a Draw* that sets projection matrix double check + // to also update shader. + // scaleBias.x = flipSign + // scaleBias.y = scale + // scaleBias.z = bias + // scaleBias.w = unused + float flipSign = (cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f; + Vector4 scaleBias = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); + cmd.SetGlobalVector(m_ScaleBiasId, scaleBias); + + cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial); + context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } - void CopyTexture(CommandBuffer cmd, RenderTargetIdentifier source, RenderTargetIdentifier dest, Material material) - { - // TODO: In order to issue a copyTexture we need to also check if source and dest have same size - //if (SystemInfo.copyTextureSupport != CopyTextureSupport.None) - // cmd.CopyTexture(source, dest); - //else - Blit(cmd, source, dest, material); - } - /// public override void FrameCleanup(CommandBuffer cmd) { diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs index 9f30f2d6cc9..ebc95b53467 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs @@ -17,9 +17,20 @@ public class DrawObjectsPass : ScriptableRenderPass ProfilingSampler m_ProfilingSampler; bool m_IsOpaque; + // (ASG) Adding color grading to forward pass + int m_lutParamsProp = Shader.PropertyToID("_Lut_Params"); + int m_userLutParamsProp = Shader.PropertyToID("_UserLut_Params"); + int m_userLutProp = Shader.PropertyToID("_UserLut"); + int m_internalLutProp = Shader.PropertyToID("_InternalLut"); + RenderTargetHandle m_internalLut; + ColorLookup m_ColorLookup; + ColorAdjustments m_ColorAdjustments; + Tonemapping m_Tonemapping; + bool m_doColorTransform = false; // whether this pass should do color grading / tonemapping + static readonly int s_DrawObjectPassDataPropID = Shader.PropertyToID("_DrawObjectPassData"); - public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, StencilState stencilState, int stencilReference) + public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, RenderQueueRange renderQueueRange, LayerMask layerMask, uint renderingLayerMask, StencilState stencilState, int stencilReference) { m_ProfilerTag = profilerTag; m_ProfilingSampler = new ProfilingSampler(profilerTag); @@ -27,7 +38,8 @@ public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, Ren m_ShaderTagIdList.Add(new ShaderTagId("UniversalForward")); m_ShaderTagIdList.Add(new ShaderTagId("LightweightForward")); renderPassEvent = evt; - m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask); + + m_FilteringSettings = new FilteringSettings(renderQueueRange, layerMask, renderingLayerMask); m_RenderStateBlock = new RenderStateBlock(RenderStateMask.Nothing); m_IsOpaque = opaque; @@ -39,12 +51,82 @@ public DrawObjectsPass(string profilerTag, bool opaque, RenderPassEvent evt, Ren } } + // Sets up the pass to queue up without doing the color transform + public void Setup() + { + m_doColorTransform = false; + } + + // Sets up the pass to queue up with the color transform + public void Setup(in RenderTargetHandle internalLut, VolumeStack postProcessingStack, bool generatedLutTexture) + { + // If we didn't generate a lut, then we shouldn't do a color transform. Grading is disabled. + m_doColorTransform = generatedLutTexture; + + m_internalLut = internalLut; + m_ColorLookup = postProcessingStack.GetComponent(); + m_ColorAdjustments = postProcessingStack.GetComponent(); + m_Tonemapping = postProcessingStack.GetComponent(); + } + /// public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData) { CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); using (new ProfilingScope(cmd, m_ProfilingSampler)) { + // (ASG) Feed the color grading and tonemapping information into the shader + if (UniversalRenderPipeline.asset.colorTransformation == ColorTransformation.InForwardPass && + m_doColorTransform) + { + cmd.EnableShaderKeyword("_COLOR_TRANSFORM_IN_FORWARD"); + + // Post exposure is controlled non-linearly for better artistic control. + ref var postProcessingData = ref renderingData.postProcessingData; + + int lutHeight = postProcessingData.lutSize; + int lutWidth = lutHeight * lutHeight; + float postExposureLinear = Mathf.Pow(2f, m_ColorAdjustments.postExposure.value); + cmd.SetGlobalTexture(m_internalLutProp, m_internalLut.Identifier()); + cmd.SetGlobalVector(m_lutParamsProp, + new Vector4(1f / lutWidth, 1f / lutHeight, lutHeight - 1f, postExposureLinear)); + + if (m_ColorLookup.IsActive()) + { + cmd.SetGlobalTexture(m_userLutProp, m_ColorLookup.texture.value); + cmd.SetGlobalVector(m_userLutParamsProp, new Vector4(1, 0, 0, 1)); + } + + // (ASG) Note: in HDR grading mode, tonemapping is done via the LUT, so no keywords are set. + if (postProcessingData.gradingMode == ColorGradingMode.HighDynamicRange) + { + cmd.EnableShaderKeyword(ShaderKeywordStrings.HDRGrading); + } + else + { + cmd.DisableShaderKeyword(ShaderKeywordStrings.HDRGrading); + switch (m_Tonemapping.mode.value) + { + case TonemappingMode.Neutral: + cmd.DisableShaderKeyword(ShaderKeywordStrings.TonemapACES); + cmd.EnableShaderKeyword(ShaderKeywordStrings.TonemapNeutral); + break; + case TonemappingMode.ACES: + cmd.DisableShaderKeyword(ShaderKeywordStrings.TonemapNeutral); + cmd.EnableShaderKeyword(ShaderKeywordStrings.TonemapACES); + break; + default: // None + cmd.DisableShaderKeyword(ShaderKeywordStrings.TonemapNeutral); + cmd.DisableShaderKeyword(ShaderKeywordStrings.TonemapACES); + break; + } + } + } + else + { + cmd.DisableShaderKeyword("_COLOR_TRANSFORM_IN_FORWARD"); + } + // Global render pass data containing various settings. // x,y,z are currently unused // w is used for knowing whether the object is opaque(1) or alpha blended(0) @@ -56,10 +138,20 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData Camera camera = renderingData.cameraData.camera; var sortFlags = (m_IsOpaque) ? renderingData.cameraData.defaultOpaqueSortFlags : SortingCriteria.CommonTransparent; var drawSettings = CreateDrawingSettings(m_ShaderTagIdList, ref renderingData, sortFlags); - context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref m_FilteringSettings, ref m_RenderStateBlock); + var filterSettings = m_FilteringSettings; + + #if UNITY_EDITOR + // When rendering the preview camera, we want the layer mask to be forced to Everything + if (renderingData.cameraData.isPreviewCamera) + { + filterSettings.layerMask = -1; + } + #endif + + context.DrawRenderers(renderingData.cullResults, ref drawSettings, ref filterSettings, ref m_RenderStateBlock); // Render objects that did not match any shader pass with error shader - RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, m_FilteringSettings, SortingCriteria.None); + RenderingUtils.RenderObjectsWithError(context, ref renderingData.cullResults, camera, filterSettings, SortingCriteria.None); } context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs index 91a79d446cf..fc51b14fdac 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/FinalBlitPass.cs @@ -40,8 +40,20 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData return; } + // Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack. + // Overlay cameras need to output to the target described in the base camera while doing camera stack. + ref CameraData cameraData = ref renderingData.cameraData; + RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget; + bool requiresSRGBConvertion = Display.main.requiresSrgbBlitToBackbuffer; + bool isSceneViewCamera = cameraData.isSceneViewCamera; + // For stereo case, eye texture always want color data in sRGB space. + // If eye texture color format is linear, we do explicit sRGB convertion +#if ENABLE_VR && ENABLE_VR_MODULE + if (cameraData.isStereoEnabled) + requiresSRGBConvertion = !XRGraphics.eyeTextureDesc.sRGB; +#endif CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); if (requiresSRGBConvertion) @@ -49,16 +61,11 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData else cmd.DisableShaderKeyword(ShaderKeywordStrings.LinearToSRGBConversion); - // Note: We need to get the cameraData.targetTexture as this will get the targetTexture of the camera stack. - // Overlay cameras need to output to the target described in the base camera while doing camera stack. - ref CameraData cameraData = ref renderingData.cameraData; - RenderTargetIdentifier cameraTarget = (cameraData.targetTexture != null) ? new RenderTargetIdentifier(cameraData.targetTexture) : BuiltinRenderTextureType.CameraTarget; - // Use default blit for XR as we are not sure the UniversalRP blit handles stereo. // The blit will be reworked for stereo along the XRSDK work. Material blitMaterial = (cameraData.isStereoEnabled) ? null : m_BlitMaterial; cmd.SetGlobalTexture("_BlitTex", m_Source.Identifier()); - if (cameraData.isStereoEnabled || cameraData.isSceneViewCamera || cameraData.isDefaultViewport) + if (cameraData.isStereoEnabled || isSceneViewCamera || cameraData.isDefaultViewport) { // This set render target is necessary so we change the LOAD state to DontCare. cmd.SetRenderTarget(BuiltinRenderTextureType.CameraTarget, diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs index 32e995b6dc1..0d74b5be4a2 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs @@ -49,6 +49,7 @@ public class PostProcessPass : ScriptableRenderPass const int k_MaxPyramidSize = 16; readonly GraphicsFormat m_DefaultHDRFormat; bool m_UseRGBM; + readonly GraphicsFormat m_SMAAEdgeFormat; readonly GraphicsFormat m_GaussianCoCFormat; Matrix4x4 m_PrevViewProjM = Matrix4x4.identity; bool m_ResetHistory; @@ -92,6 +93,12 @@ public PostProcessPass(RenderPassEvent evt, PostProcessData data, Material blitM m_UseRGBM = true; } + // Only two components are needed for edge render texture, but on some vendors four components may be faster. + if (SystemInfo.IsFormatSupported(GraphicsFormat.R8G8_UNorm, FormatUsage.Render) && SystemInfo.graphicsDeviceVendor.ToLowerInvariant().Contains("arm")) + m_SMAAEdgeFormat = GraphicsFormat.R8G8_UNorm; + else + m_SMAAEdgeFormat = GraphicsFormat.R8G8B8A8_UNorm; + if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_UNorm, FormatUsage.Linear | FormatUsage.Render)) m_GaussianCoCFormat = GraphicsFormat.R16_UNorm; else if (SystemInfo.IsFormatSupported(GraphicsFormat.R16_SFloat, FormatUsage.Linear | FormatUsage.Render)) @@ -217,6 +224,18 @@ RenderTextureDescriptor GetStereoCompatibleDescriptor(int width, int height, Gra return desc; } + bool RequireSRGBConversionBlitToBackBuffer(CameraData cameraData) + { + bool requiresSRGBConversion = Display.main.requiresSrgbBlitToBackbuffer; + // For stereo case, eye texture always want color data in sRGB space. + // If eye texture color format is linear, we do explicit sRGB convertion +#if ENABLE_VR && ENABLE_VR_MODULE + if (cameraData.isStereoEnabled) + requiresSRGBConversion = !XRGraphics.eyeTextureDesc.sRGB; +#endif + return requiresSRGBConversion; + } + void Render(CommandBuffer cmd, ref RenderingData renderingData) { ref var cameraData = ref renderingData.cameraData; @@ -228,6 +247,7 @@ void Render(CommandBuffer cmd, ref RenderingData renderingData) bool tempTarget2Used = false; int source = m_Source.id; int destination = -1; + bool isSceneViewCamera = cameraData.isSceneViewCamera; // Utilities to simplify intermediate target management int GetSource() => source; @@ -245,7 +265,7 @@ int GetDestination() // Avoid using m_Source.id as new destination, it may come with a depth buffer that we don't want, may have MSAA that we don't want etc cmd.GetTemporaryRT(ShaderConstants._TempTarget2, GetStereoCompatibleDescriptor(), FilterMode.Bilinear); destination = ShaderConstants._TempTarget2; - tempTarget2Used = true; + tempTarget2Used = true; } return destination; @@ -279,7 +299,7 @@ int GetDestination() } // Depth of Field - if (m_DepthOfField.IsActive() && !cameraData.isSceneViewCamera) + if (m_DepthOfField.IsActive() && !isSceneViewCamera) { var markerName = m_DepthOfField.mode.value == DepthOfFieldMode.Gaussian ? URPProfileId.GaussianDepthOfField @@ -293,7 +313,7 @@ int GetDestination() } // Motion blur - if (m_MotionBlur.IsActive() && !cameraData.isSceneViewCamera) + if (m_MotionBlur.IsActive() && !isSceneViewCamera) { using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.MotionBlur))) { @@ -304,7 +324,7 @@ int GetDestination() // Panini projection is done as a fullscreen pass after all depth-based effects are done // and before bloom kicks in - if (m_PaniniProjection.IsActive() && !cameraData.isSceneViewCamera) + if (m_PaniniProjection.IsActive() && !isSceneViewCamera) { using (new ProfilingScope(cmd, ProfilingSampler.Get(URPProfileId.PaniniProjection))) { @@ -328,7 +348,7 @@ int GetDestination() } // Setup other effects constants - SetupLensDistortion(m_Materials.uber, cameraData.isSceneViewCamera); + SetupLensDistortion(m_Materials.uber, isSceneViewCamera); SetupChromaticAberration(m_Materials.uber); SetupVignette(m_Materials.uber); SetupColorGrading(cmd, ref renderingData, m_Materials.uber); @@ -336,8 +356,8 @@ int GetDestination() // Only apply dithering & grain if there isn't a final pass. SetupGrain(cameraData, m_Materials.uber); SetupDithering(cameraData, m_Materials.uber); - - if (Display.main.requiresSrgbBlitToBackbuffer && m_EnableSRGBConversionIfNeeded) + + if (RequireSRGBConversionBlitToBackBuffer(cameraData) && m_EnableSRGBConversionIfNeeded) m_Materials.uber.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion); // Done with Uber, blit it @@ -354,7 +374,7 @@ int GetDestination() cmd.SetRenderTarget(cameraTarget, colorLoadAction, RenderBufferStoreAction.Store, RenderBufferLoadAction.DontCare, RenderBufferStoreAction.DontCare); // With camera stacking we not always resolve post to final screen as we might run post-processing in the middle of the stack. - bool finishPostProcessOnScreen = renderingData.resolveFinalTarget || (m_Destination == RenderTargetHandle.CameraTarget || m_HasFinalPass == true); + bool finishPostProcessOnScreen = cameraData.resolveFinalTarget || (m_Destination == RenderTargetHandle.CameraTarget || m_HasFinalPass == true); if (m_IsStereo) { @@ -458,7 +478,7 @@ void DoSubpixelMorphologicalAntialiasing(ref CameraData cameraData, CommandBuffe stencil = m_Depth.Identifier(); tempDepthBits = 0; } - cmd.GetTemporaryRT(ShaderConstants._EdgeTexture, GetStereoCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8G8B8A8_UNorm, tempDepthBits), FilterMode.Point); + cmd.GetTemporaryRT(ShaderConstants._EdgeTexture, GetStereoCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, m_SMAAEdgeFormat, tempDepthBits), FilterMode.Point); cmd.GetTemporaryRT(ShaderConstants._BlendTexture, GetStereoCompatibleDescriptor(m_Descriptor.width, m_Descriptor.height, GraphicsFormat.R8G8B8A8_UNorm), FilterMode.Point); // Prepare for manual blit @@ -632,7 +652,7 @@ void DoBokehDepthOfField(CommandBuffer cmd, int source, int destination, Rect pi cmd.SetGlobalVector(ShaderConstants._CoCParams, new Vector4(P, maxCoC, maxRadius, rcpAspect)); // Prepare the bokeh kernel constant buffer - int hash = m_DepthOfField.GetHashCode(); // TODO: GC fix + int hash = m_DepthOfField.GetHashCode(); if (hash != m_BokehHash) { m_BokehHash = hash; @@ -786,6 +806,7 @@ void SetupBloom(CommandBuffer cmd, int source, Material uberMaterial) // Determine the iteration count int maxSize = Mathf.Max(tw, th); int iterations = Mathf.FloorToInt(Mathf.Log(maxSize, 2f) - 1); + iterations -= m_Bloom.skipIterations.value; int mipCount = Mathf.Clamp(iterations, 1, k_MaxPyramidSize); // Pre-filtering parameters @@ -964,6 +985,16 @@ void SetupVignette(Material material) void SetupColorGrading(CommandBuffer cmd, ref RenderingData renderingData, Material material) { + // (ASG) Disable color transformation if we're doing it in the forward pass + if (UniversalRenderPipeline.asset.colorTransformation == ColorTransformation.InForwardPass) + { + material.EnableKeyword("_COLOR_TRANSFORM_IN_FORWARD"); + } + else + { + material.DisableKeyword("_COLOR_TRANSFORM_IN_FORWARD"); + } + ref var postProcessingData = ref renderingData.postProcessingData; bool hdr = postProcessingData.gradingMode == ColorGradingMode.HighDynamicRange; int lutHeight = postProcessingData.lutSize; @@ -1050,7 +1081,7 @@ void RenderFinalPass(CommandBuffer cmd, ref RenderingData renderingData) SetupGrain(cameraData, material); SetupDithering(cameraData, material); - if (Display.main.requiresSrgbBlitToBackbuffer && m_EnableSRGBConversionIfNeeded) + if (RequireSRGBConversionBlitToBackBuffer(cameraData) && m_EnableSRGBConversionIfNeeded) material.EnableKeyword(ShaderKeywordStrings.LinearToSRGBConversion); cmd.SetGlobalTexture("_BlitTex", m_Source.Identifier()); diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/RenderObjectsPass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/RenderObjectsPass.cs index 7c7b4ad222d..c588be41277 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/RenderObjectsPass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/RenderObjectsPass.cs @@ -89,29 +89,31 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData CommandBuffer cmd = CommandBufferPool.Get(m_ProfilerTag); using (new ProfilingScope(cmd, m_ProfilingSampler)) { - context.ExecuteCommandBuffer(cmd); - cmd.Clear(); + if (m_CameraSettings.overrideCamera && cameraData.isStereoEnabled) + Debug.LogWarning("RenderObjects pass is configured to override camera matrices. While rendering in stereo camera matrices cannot be overriden."); - if (m_CameraSettings.overrideCamera) + if (m_CameraSettings.overrideCamera && !cameraData.isStereoEnabled) { Matrix4x4 projectionMatrix = Matrix4x4.Perspective(m_CameraSettings.cameraFieldOfView, cameraAspect, camera.nearClipPlane, camera.farClipPlane); + projectionMatrix = GL.GetGPUProjectionMatrix(projectionMatrix, cameraData.IsCameraProjectionMatrixFlipped()); - Matrix4x4 viewMatrix = camera.worldToCameraMatrix; + Matrix4x4 viewMatrix = cameraData.GetViewMatrix(); Vector4 cameraTranslation = viewMatrix.GetColumn(3); viewMatrix.SetColumn(3, cameraTranslation + m_CameraSettings.offset); - cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix); - context.ExecuteCommandBuffer(cmd); + RenderingUtils.SetViewAndProjectionMatrices(cmd, viewMatrix, projectionMatrix, false); } + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + context.DrawRenderers(renderingData.cullResults, ref drawingSettings, ref m_FilteringSettings, ref m_RenderStateBlock); - if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera) + if (m_CameraSettings.overrideCamera && m_CameraSettings.restoreCamera && !cameraData.isStereoEnabled) { - cmd.Clear(); - cmd.SetViewProjectionMatrices(cameraData.viewMatrix, cameraData.projectionMatrix); + RenderingUtils.SetViewAndProjectionMatrices(cmd, cameraData.GetViewMatrix(), cameraData.GetGPUProjectionMatrix(), false); } } context.ExecuteCommandBuffer(cmd); diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/SceneViewDepthCopy.cs b/com.unity.render-pipelines.universal/Runtime/Passes/SceneViewDepthCopy.cs index e134469ffbd..52278a27f03 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/SceneViewDepthCopy.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/SceneViewDepthCopy.cs @@ -6,6 +6,8 @@ internal class SceneViewDepthCopyPass : ScriptableRenderPass Material m_CopyDepthMaterial; const string m_ProfilerTag = "Copy Depth for Scene View"; + int m_ScaleBiasId = Shader.PropertyToID("_ScaleBiasRT"); + public SceneViewDepthCopyPass(RenderPassEvent evt, Material copyDepthMaterial) { @@ -35,7 +37,21 @@ public override void Execute(ScriptableRenderContext context, ref RenderingData cmd.EnableShaderKeyword(ShaderKeywordStrings.DepthNoMsaa); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa2); cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa4); - cmd.Blit(source.Identifier(), BuiltinRenderTextureType.CameraTarget, m_CopyDepthMaterial); + cmd.DisableShaderKeyword(ShaderKeywordStrings.DepthMsaa8); + // Blit has logic to flip projection matrix when rendering to render texture. + // Currently the y-flip is handled in CopyDepthPass.hlsl by checking _ProjectionParams.x + // If you replace this Blit with a Draw* that sets projection matrix double check + // to also update shader. + // scaleBias.x = flipSign + // scaleBias.y = scale + // scaleBias.z = bias + // scaleBias.w = unused + ref CameraData cameraData = ref renderingData.cameraData; + float flipSign = (cameraData.IsCameraProjectionMatrixFlipped()) ? -1.0f : 1.0f; + Vector4 scaleBias = (flipSign < 0.0f) ? new Vector4(flipSign, 1.0f, -1.0f, 1.0f) : new Vector4(flipSign, 0.0f, 1.0f, 1.0f); + cmd.SetGlobalVector(m_ScaleBiasId, scaleBias); + + cmd.DrawMesh(RenderingUtils.fullscreenMesh, Matrix4x4.identity, m_CopyDepthMaterial); context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); } diff --git a/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceShadowResolvePass.cs b/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceShadowResolvePass.cs index e715168e7d6..bb71f939c4f 100644 --- a/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceShadowResolvePass.cs +++ b/com.unity.render-pipelines.universal/Runtime/Passes/ScreenSpaceShadowResolvePass.cs @@ -1,4 +1,5 @@ using System; +using UnityEngine.Experimental.Rendering; namespace UnityEngine.Rendering.Universal.Internal { @@ -24,9 +25,9 @@ public void Setup(RenderTextureDescriptor baseDescriptor) m_RenderTextureDescriptor = baseDescriptor; m_RenderTextureDescriptor.depthBufferBits = 0; m_RenderTextureDescriptor.msaaSamples = 1; - m_RenderTextureDescriptor.colorFormat = RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.R8) - ? RenderTextureFormat.R8 - : RenderTextureFormat.ARGB32; + m_RenderTextureDescriptor.graphicsFormat = RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R8_UNorm, FormatUsage.Linear | FormatUsage.Render) + ? GraphicsFormat.R8_UNorm + : GraphicsFormat.B8G8R8A8_UNorm; } public override void Configure(CommandBuffer cmd, RenderTextureDescriptor cameraTextureDescriptor) diff --git a/com.unity.render-pipelines.universal/Runtime/RendererFeatures/RenderObjects.cs b/com.unity.render-pipelines.universal/Runtime/RendererFeatures/RenderObjects.cs index b764a92d75b..8f22bd944b3 100644 --- a/com.unity.render-pipelines.universal/Runtime/RendererFeatures/RenderObjects.cs +++ b/com.unity.render-pipelines.universal/Runtime/RendererFeatures/RenderObjects.cs @@ -11,6 +11,7 @@ namespace UnityEngine.Experimental.Rendering.Universal Transparent, } + [ExcludeFromPreset] [MovedFrom("UnityEngine.Experimental.Rendering.LWRP")]public class RenderObjects : ScriptableRendererFeature { [System.Serializable] diff --git a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs index dd5790b2964..f8680c72047 100644 --- a/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs +++ b/com.unity.render-pipelines.universal/Runtime/RenderingUtils.cs @@ -1,6 +1,7 @@ using System; using System.Collections.Generic; using System.Diagnostics; +using UnityEngine.Experimental.Rendering; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.Universal @@ -74,7 +75,6 @@ internal static bool useStructuredBuffer // (deviceType == GraphicsDeviceType.Metal || deviceType == GraphicsDeviceType.Vulkan || // deviceType == GraphicsDeviceType.PlayStation4 || deviceType == GraphicsDeviceType.XboxOne); } - } static Material s_ErrorMaterial; @@ -98,6 +98,32 @@ static Material errorMaterial } } + /// + /// Set view and projection matrices. + /// This function will set UNITY_MATRIX_V, UNITY_MATRIX_P, UNITY_MATRIX_VP to given view and projection matrices. + /// If setInverseMatrices is set to true this function will also set UNITY_MATRIX_I_V and UNITY_MATRIX_I_VP. + /// + /// CommandBuffer to submit data to GPU. + /// View matrix to be set. + /// Projection matrix to be set. + /// Set this to true if you also need to set inverse camera matrices. + public static void SetViewAndProjectionMatrices(CommandBuffer cmd, Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix, bool setInverseMatrices) + { + Matrix4x4 viewAndProjectionMatrix = projectionMatrix * viewMatrix; + cmd.SetGlobalMatrix(ShaderPropertyId.viewMatrix, viewMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.projectionMatrix, projectionMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.viewAndProjectionMatrix, viewAndProjectionMatrix); + + if (setInverseMatrices) + { + Matrix4x4 inverseMatrix = Matrix4x4.Inverse(viewMatrix); + // Note: inverse projection is currently undefined + Matrix4x4 inverseViewProjection = Matrix4x4.Inverse(viewAndProjectionMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewMatrix, inverseMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection); + } + } + // This is used to render materials that contain built-in shader passes not compatible with URP. // It will render those legacy passes with error/pink shader. [Conditional("DEVELOPMENT_BUILD"), Conditional("UNITY_EDITOR")] @@ -122,12 +148,14 @@ internal static void RenderObjectsWithError(ScriptableRenderContext context, ref context.DrawRenderers(cullResults, ref errorSettings, ref filterSettings); } - // Caches render texture format support. SystemInfo.SupportsRenderTextureFormat allocates memory due to boxing. + // Caches render texture format support. SystemInfo.SupportsRenderTextureFormat and IsFormatSupported allocate memory due to boxing. static Dictionary m_RenderTextureFormatSupport = new Dictionary(); + static Dictionary m_GraphicsFormatSupport = new Dictionary(); internal static void ClearSystemInfoCache() { m_RenderTextureFormatSupport.Clear(); + m_GraphicsFormatSupport.Clear(); } /// @@ -147,6 +175,24 @@ public static bool SupportsRenderTextureFormat(RenderTextureFormat format) return support; } + /// + /// Checks if a texture format is supported by the run-time system. + /// Similar to , but doesn't allocate memory. + /// + /// The format to look up. + /// The format usage to look up. + /// Returns true if the graphics card supports the given GraphicsFormat + public static bool SupportsGraphicsFormat(GraphicsFormat format, FormatUsage usage) + { + if (!m_GraphicsFormatSupport.TryGetValue(format, out var support)) + { + support = SystemInfo.IsFormatSupported(format, usage); + m_GraphicsFormatSupport.Add(format, support); + } + + return support; + } + /// /// Return the last colorBuffer index actually referring to an existing RenderTarget /// diff --git a/com.unity.render-pipelines.universal/Runtime/SceneViewDrawMode.cs b/com.unity.render-pipelines.universal/Runtime/SceneViewDrawMode.cs index 89a5c3ab0aa..d9b5cc2004f 100644 --- a/com.unity.render-pipelines.universal/Runtime/SceneViewDrawMode.cs +++ b/com.unity.render-pipelines.universal/Runtime/SceneViewDrawMode.cs @@ -1,10 +1,13 @@ #if UNITY_EDITOR +using System.Collections.Generic; using System.Collections; namespace UnityEditor.Rendering.Universal { internal static class SceneViewDrawMode { + static HashSet sceneViewHaveValidateFunction = new HashSet(); + static bool RejectDrawMode(SceneView.CameraMode cameraMode) { if (cameraMode.drawMode == DrawCameraMode.TexturedWire || @@ -28,18 +31,32 @@ static bool RejectDrawMode(SceneView.CameraMode cameraMode) return true; } - public static void SetupDrawMode() + static void UpdateSceneViewStates() { - ArrayList sceneViewArray = SceneView.sceneViews; - foreach (SceneView sceneView in sceneViewArray) + foreach (SceneView sceneView in SceneView.sceneViews) + { + if (sceneViewHaveValidateFunction.Contains(sceneView)) + continue; + + sceneView.onValidateCameraMode += RejectDrawMode; + sceneViewHaveValidateFunction.Add(sceneView); + } + } + + public static void SetupDrawMode() + { + EditorApplication.update -= UpdateSceneViewStates; + EditorApplication.update += UpdateSceneViewStates; } public static void ResetDrawMode() { - ArrayList sceneViewArray = SceneView.sceneViews; - foreach (SceneView sceneView in sceneViewArray) + EditorApplication.update -= UpdateSceneViewStates; + + foreach (var sceneView in sceneViewHaveValidateFunction) sceneView.onValidateCameraMode -= RejectDrawMode; + sceneViewHaveValidateFunction.Clear(); } } } diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs index 128d1e7b5d9..f3e837899ab 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs @@ -36,9 +36,117 @@ public class RenderingFeatures public bool cameraStacking { get; set; } = false; } - void SetShaderTimeValues(float time, float deltaTime, float smoothDeltaTime, CommandBuffer cmd = null) + /// + /// The renderer we are currently rendering with, for low-level render control only. + /// current is null outside rendering scope. + /// Similar to https://docs.unity3d.com/ScriptReference/Camera-current.html + /// + internal static ScriptableRenderer current = null; + + /// + /// Set camera matrices. This method will set UNITY_MATRIX_V, UNITY_MATRIX_P, UNITY_MATRIX_VP to camera matrices. + /// Additionally this will also set unity_CameraProjection and unity_CameraProjection. + /// If setInverseMatrices is set to true this function will also set UNITY_MATRIX_I_V and UNITY_MATRIX_I_VP. + /// This function has no effect when rendering in stereo. When in stereo rendering you cannot override camera matrices. + /// If you need to set general purpose view and projection matrices call instead. + /// + /// CommandBuffer to submit data to GPU. + /// CameraData containing camera matrices information. + /// Set this to true if you also need to set inverse camera matrices. + public static void SetCameraMatrices(CommandBuffer cmd, ref CameraData cameraData, bool setInverseMatrices) + { + // We cannot override camera matrices in VR. They are set using context.SetupCameraProperties until XR Pure SDK lands. + if (cameraData.isStereoEnabled) + return; + + Matrix4x4 viewMatrix = cameraData.GetViewMatrix(); + Matrix4x4 projectionMatrix = cameraData.GetProjectionMatrix(); + + // TODO: Investigate why SetViewAndProjectionMatrices is causing y-flip / winding order issue + // for now using cmd.SetViewProjecionMatrices + //SetViewAndProjectionMatrices(cmd, viewMatrix, cameraData.GetDeviceProjectionMatrix(), setInverseMatrices); + cmd.SetViewProjectionMatrices(viewMatrix, projectionMatrix); + + if (setInverseMatrices) + { + Matrix4x4 inverseViewMatrix = Matrix4x4.Inverse(viewMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.cameraToWorldMatrix, inverseViewMatrix); + + Matrix4x4 viewAndProjectionMatrix = cameraData.GetGPUProjectionMatrix() * viewMatrix; + Matrix4x4 inverseViewProjection = Matrix4x4.Inverse(viewAndProjectionMatrix); + cmd.SetGlobalMatrix(ShaderPropertyId.inverseViewAndProjectionMatrix, inverseViewProjection); + } + + // TODO: missing unity_CameraWorldClipPlanes[6], currently set by context.SetupCameraProperties + } + + /// + /// Set camera and screen shader variables as described in https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html + /// + /// CommandBuffer to submit data to GPU. + /// CameraData containing camera matrices information. + void SetPerCameraShaderVariables(CommandBuffer cmd, ref CameraData cameraData) + { + Camera camera = cameraData.camera; + + Rect pixelRect = cameraData.pixelRect; + float scaledCameraWidth = (float)pixelRect.width * cameraData.renderScale; + float scaledCameraHeight = (float)pixelRect.height * cameraData.renderScale; + float cameraWidth = (float)pixelRect.width; + float cameraHeight = (float)pixelRect.height; + + float near = camera.nearClipPlane; + float far = camera.farClipPlane; + float invNear = Mathf.Approximately(near, 0.0f) ? 0.0f : 1.0f / near; + float invFar = Mathf.Approximately(far, 0.0f) ? 0.0f : 1.0f / far; + float isOrthographic = camera.orthographic ? 1.0f : 0.0f; + + // From http://www.humus.name/temp/Linearize%20depth.txt + // But as depth component textures on OpenGL always return in 0..1 range (as in D3D), we have to use + // the same constants for both D3D and OpenGL here. + // OpenGL would be this: + // zc0 = (1.0 - far / near) / 2.0; + // zc1 = (1.0 + far / near) / 2.0; + // D3D is this: + float zc0 = 1.0f - far * invNear; + float zc1 = far * invNear; + + Vector4 zBufferParams = new Vector4(zc0, zc1, zc0 * invFar, zc1 * invFar); + + if (SystemInfo.usesReversedZBuffer) + { + zBufferParams.y += zBufferParams.x; + zBufferParams.x = -zBufferParams.x; + zBufferParams.w += zBufferParams.z; + zBufferParams.z = -zBufferParams.z; + } + + // Projection flip sign logic is very deep in GfxDevice::SetInvertProjectionMatrix + // For now we don't deal with _ProjectionParams.x and let SetupCameraProperties handle it. + // We need to enable this when we remove SetupCameraProperties + // float projectionFlipSign = ??? + // Vector4 projectionParams = new Vector4(projectionFlipSign, near, far, 1.0f * invFar); + // cmd.SetGlobalVector(ShaderPropertyId.projectionParams, projectionParams); + + Vector4 orthoParams = new Vector4(camera.orthographicSize * cameraData.aspectRatio, camera.orthographicSize, 0.0f, isOrthographic); + + // Camera and Screen variables as described in https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html + cmd.SetGlobalVector(ShaderPropertyId.worldSpaceCameraPos, camera.transform.position); + cmd.SetGlobalVector(ShaderPropertyId.screenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight)); + cmd.SetGlobalVector(ShaderPropertyId.scaledScreenParams, new Vector4(scaledCameraWidth, scaledCameraHeight, 1.0f + 1.0f / scaledCameraWidth, 1.0f + 1.0f / scaledCameraHeight)); + cmd.SetGlobalVector(ShaderPropertyId.zBufferParams, zBufferParams); + cmd.SetGlobalVector(ShaderPropertyId.orthoParams, orthoParams); + } + + /// + /// Set shader time variables as described in https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html + /// + /// CommandBuffer to submit data to GPU. + /// Time. + /// Delta time. + /// Smooth delta time. + void SetShaderTimeValues(CommandBuffer cmd, float time, float deltaTime, float smoothDeltaTime) { - // We make these parameters to mirror those described in `https://docs.unity3d.com/Manual/SL-UnityShaderVariables.html float timeEights = time / 8f; float timeFourth = time / 4f; float timeHalf = time / 2f; @@ -49,23 +157,12 @@ void SetShaderTimeValues(float time, float deltaTime, float smoothDeltaTime, Com Vector4 cosTimeVector = new Vector4(Mathf.Cos(timeEights), Mathf.Cos(timeFourth), Mathf.Cos(timeHalf), Mathf.Cos(time)); Vector4 deltaTimeVector = new Vector4(deltaTime, 1f / deltaTime, smoothDeltaTime, 1f / smoothDeltaTime); Vector4 timeParametersVector = new Vector4(time, Mathf.Sin(time), Mathf.Cos(time), 0.0f); - - if (cmd == null) - { - Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._Time, timeVector); - Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._SinTime, sinTimeVector); - Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._CosTime, cosTimeVector); - Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer.unity_DeltaTime, deltaTimeVector); - Shader.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._TimeParameters, timeParametersVector); - } - else - { - cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._Time, timeVector); - cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._SinTime, sinTimeVector); - cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._CosTime, cosTimeVector); - cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer.unity_DeltaTime, deltaTimeVector); - cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._TimeParameters, timeParametersVector); - } + + cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._Time, timeVector); + cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._SinTime, sinTimeVector); + cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._CosTime, cosTimeVector); + cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer.unity_DeltaTime, deltaTimeVector); + cmd.SetGlobalVector(UniversalRenderPipeline.PerFrameBuffer._TimeParameters, timeParametersVector); } public RenderTargetIdentifier cameraColorTarget @@ -119,7 +216,7 @@ static class RenderPassBlock bool m_FirstTimeCameraDepthTargetIsBound = true; // flag used to track when m_CameraDepthTarget should be cleared (if necessary), the first time m_CameraDepthTarget is bound as a render target bool m_XRRenderTargetNeedsClear = false; - const string k_SetCameraRenderStateTag = "Clear Render State"; + const string k_SetCameraRenderStateTag = "Set Camera Data"; const string k_SetRenderTarget = "Set RenderTarget"; const string k_ReleaseResourcesTag = "Release Resources"; @@ -236,18 +333,12 @@ public void Execute(ScriptableRenderContext context, ref RenderingData rendering { ref CameraData cameraData = ref renderingData.cameraData; Camera camera = cameraData.camera; - CommandBuffer cmd = CommandBufferPool.Get(k_SetCameraRenderStateTag); + bool stereoEnabled = cameraData.isStereoEnabled; - // Initialize Camera Render State - SetCameraRenderState(cmd, ref cameraData); - context.ExecuteCommandBuffer(cmd); - cmd.Clear(); - - // Sort the render pass queue - SortStable(m_ActiveRenderPassQueue); + CommandBuffer cmd = CommandBufferPool.Get(k_SetCameraRenderStateTag); // Cache the time for after the call to `SetupCameraProperties` and set the time variables in shader - // For now we set the time variables per camera, as we plan to remove `SetupCamearProperties`. + // For now we set the time variables per camera, as we plan to remove `SetupCameraProperties`. // Setting the time per frame would take API changes to pass the variable to each camera render. // Once `SetupCameraProperties` is gone, the variable should be set higher in the call-stack. #if UNITY_EDITOR @@ -257,8 +348,17 @@ public void Execute(ScriptableRenderContext context, ref RenderingData rendering #endif float deltaTime = Time.deltaTime; float smoothDeltaTime = Time.smoothDeltaTime; - SetShaderTimeValues(time, deltaTime, smoothDeltaTime); - + + // Initialize Camera Render State + ClearRenderingState(cmd); + SetPerCameraShaderVariables(cmd, ref cameraData); + SetShaderTimeValues(cmd, time, deltaTime, smoothDeltaTime); + context.ExecuteCommandBuffer(cmd); + cmd.Clear(); + + // Sort the render pass queue + SortStable(m_ActiveRenderPassQueue); + // Upper limits for each block. Each block will contains render passes with events below the limit. NativeArray blockEventLimits = new NativeArray(k_RenderPassBlockCount, Allocator.Temp); blockEventLimits[RenderPassBlock.BeforeRendering] = RenderPassEvent.BeforeRenderingPrepasses; @@ -282,45 +382,32 @@ public void Execute(ScriptableRenderContext context, ref RenderingData rendering for (int eyeIndex = 0; eyeIndex < renderingData.cameraData.numberOfXRPasses; ++eyeIndex) { - /// Configure shader variables and other unity properties that are required for rendering. - /// * Setup Camera RenderTarget and Viewport - /// * VR Camera Setup and SINGLE_PASS_STEREO props - /// * Setup camera view, projection and their inverse matrices. - /// * Setup properties: _WorldSpaceCameraPos, _ProjectionParams, _ScreenParams, _ZBufferParams, unity_OrthoParams - /// * Setup camera world clip planes properties - /// * Setup HDR keyword - /// * Setup global time properties (_Time, _SinTime, _CosTime) - bool stereoEnabled = renderingData.cameraData.isStereoEnabled; + // This is still required because of the following reasons: + // - XR Camera Matrices. This condition should be lifted when Pure XR SDK lands. + // - Camera billboard properties. + // - Camera frustum planes: unity_CameraWorldClipPlanes[6] + // - _ProjectionParams.x logic is deep inside GfxDevice + // NOTE: The only reason we have to call this here and not at the beginning (before shadows) + // is because this need to be called for each eye in multi pass VR. + // The side effect is that this will override some shader properties we already setup and we will have to + // reset them. context.SetupCameraProperties(camera, stereoEnabled, eyeIndex); + SetCameraMatrices(cmd, ref cameraData, true); - // If overlay camera, we have to reset projection related matrices due to inheriting viewport from base - // camera. This changes the aspect ratio, which requires to recompute projection. - // TODO: We need to expose all work done in SetupCameraProperties above to c# land. This not only - // avoids resetting values but also guarantee values are correct for all systems. - // Known Issue: billboard will not work with camera stacking when using viewport with aspect ratio different from default aspect. - if (cameraData.renderType == CameraRenderType.Overlay) - { - cmd.SetViewProjectionMatrices(cameraData.viewMatrix, cameraData.projectionMatrix); - } + // Reset shader time variables as they were overridden in SetupCameraProperties. If we don't do it we might have a mismatch between shadows and main rendering + SetShaderTimeValues(cmd, time, deltaTime, smoothDeltaTime); + +#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER + //Triggers dispatch per camera, all global parameters should have been setup at this stage. + VFX.VFXManager.ProcessCameraCommand(camera, cmd); +#endif - // Override time values from when `SetupCameraProperties` were called. - // They might be a frame behind. - // We can remove this after removing `SetupCameraProperties` as the values should be per frame, and not per camera. - SetShaderTimeValues(time, deltaTime, smoothDeltaTime, cmd); context.ExecuteCommandBuffer(cmd); cmd.Clear(); if (stereoEnabled) BeginXRRendering(context, camera, eyeIndex); -#if VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER - var localCmd = CommandBufferPool.Get(string.Empty); - //Triggers dispatch per camera, all global parameters should have been setup at this stage. - VFX.VFXManager.ProcessCameraCommand(camera, localCmd); - context.ExecuteCommandBuffer(localCmd); - CommandBufferPool.Release(localCmd); -#endif - // In the opaque and transparent blocks the main rendering executes. // Opaque blocks... @@ -341,7 +428,7 @@ public void Execute(ScriptableRenderContext context, ref RenderingData rendering DrawGizmos(context, camera, GizmoSubset.PostImageEffects); - InternalFinishRendering(context, renderingData.resolveFinalTarget); + InternalFinishRendering(context, cameraData.resolveFinalTarget); blockRanges.Dispose(); CommandBufferPool.Release(cmd); } @@ -406,9 +493,7 @@ protected static ClearFlag GetCameraClearFlag(ref CameraData cameraData) return ClearFlag.All; } - // Initialize Camera Render State - // Place all per-camera rendering logic that is generic for all types of renderers here. - void SetCameraRenderState(CommandBuffer cmd, ref CameraData cameraData) + void ClearRenderingState(CommandBuffer cmd) { // Reset per-camera shader keywords. They are enabled depending on which render passes are executed. cmd.DisableShaderKeyword(ShaderKeywordStrings.MainLightShadows); @@ -660,7 +745,7 @@ void EndXRRendering(ScriptableRenderContext context, in RenderingData renderingD { Camera camera = renderingData.cameraData.camera; context.StopMultiEye(camera); - bool isLastPass = renderingData.resolveFinalTarget && (eyeIndex == renderingData.cameraData.numberOfXRPasses - 1); + bool isLastPass = renderingData.cameraData.resolveFinalTarget && (eyeIndex == renderingData.cameraData.numberOfXRPasses - 1); context.StereoEndRender(camera, eyeIndex, isLastPass); m_InsideStereoRenderBlock = false; } diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs index e501d5c9213..899e377202b 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRendererData.cs @@ -1,5 +1,9 @@ using System.Collections.Generic; using UnityEngine.Scripting.APIUpdating; +#if UNITY_EDITOR +using System.Linq; +using UnityEditor; +#endif namespace UnityEngine.Rendering.Universal { @@ -17,7 +21,8 @@ namespace UnityEngine.Rendering.Universal /// The instance of ScriptableRenderer protected abstract ScriptableRenderer Create(); - [SerializeField] List m_RendererFeatures = new List(10); + [SerializeField] internal List m_RendererFeatures = new List(10); + [SerializeField] internal List m_RendererFeatureMap = new List(10); /// /// List of additional render pass features for this renderer. @@ -27,6 +32,15 @@ public List rendererFeatures get => m_RendererFeatures; } + /// + /// Use SetDirty when changing seeings in the ScriptableRendererData. + /// It will rebuild the render passes with the new data. + /// + public new void SetDirty() + { + isInvalidated = true; + } + internal ScriptableRenderer InternalCreateRenderer() { isInvalidated = false; @@ -35,12 +49,16 @@ internal ScriptableRenderer InternalCreateRenderer() protected virtual void OnValidate() { - isInvalidated = true; + SetDirty(); +#if UNITY_EDITOR + if (m_RendererFeatures.Contains(null)) + ValidateRendererFeatures(); +#endif } protected virtual void OnEnable() { - isInvalidated = true; + SetDirty(); } #if UNITY_EDITOR @@ -53,6 +71,98 @@ internal virtual Shader GetDefaultShader() { return null; } + + internal bool ValidateRendererFeatures() + { + // Get all Subassets + var subassets = AssetDatabase.LoadAllAssetsAtPath(AssetDatabase.GetAssetPath(this)); + var linkedIds = new List(); + var loadedAssets = new Dictionary(); + var mapValid = m_RendererFeatureMap != null && m_RendererFeatureMap?.Count == m_RendererFeatures?.Count; + + var debugOutput = $"{name}\nValid Sub-assets:\n"; + + // Collect valid, compiled sub-assets + foreach (var asset in subassets) + { + if (asset == null || asset.GetType().BaseType != typeof(ScriptableRendererFeature)) continue; + AssetDatabase.TryGetGUIDAndLocalFileIdentifier(asset, out var guid, out long localId); + loadedAssets.Add(localId, asset); + debugOutput += $"-{asset.name}\n--localId={localId}\n"; + } + + // Collect assets that are connected to the list + for (var i = 0; i < m_RendererFeatures?.Count; i++) + { + if(!m_RendererFeatures[i]) continue; + if (AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m_RendererFeatures[i], out var guid, out long localId)) + { + linkedIds.Add(localId); + } + } + + var mapDebug = mapValid ? "Linking" : "Map missing, will attempt to re-map"; + debugOutput += $"Feature List Status({mapDebug}):\n"; + + // Try fix missing references + for (var i = 0; i < m_RendererFeatures?.Count; i++) + { + if (m_RendererFeatures[i] == null) + { + if (mapValid && m_RendererFeatureMap[i] != 0) + { + var localId = m_RendererFeatureMap[i]; + loadedAssets.TryGetValue(localId, out var asset); + m_RendererFeatures[i] = (ScriptableRendererFeature)asset; + } + else + { + m_RendererFeatures[i] = (ScriptableRendererFeature)GetUnusedAsset(ref linkedIds, ref loadedAssets); + } + } + debugOutput += m_RendererFeatures[i] != null ? $"-{i}:Linked\n" : $"-{i}:Missing\n"; + } + if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled) + Debug.LogWarning(debugOutput); + + UpdateMap(); + + if (!m_RendererFeatures.Contains(null)) return true; + + Debug.LogError($"{name} is missing RendererFeatures\nThis could be due to missing scripts or compile error.", this); + return false; + } + + private static object GetUnusedAsset(ref List usedIds, ref Dictionary assets) + { + foreach (var asset in assets) + { + var alreadyLinked = usedIds.Any(used => asset.Key == used); + + if (alreadyLinked) continue; + usedIds.Add(asset.Key); + return asset.Value; + } + + return null; + } + + private void UpdateMap() + { + if (m_RendererFeatureMap.Count != m_RendererFeatures.Count) + { + m_RendererFeatureMap.Clear(); + m_RendererFeatureMap.AddRange(new long[m_RendererFeatures.Count]); + } + + for (var i = 0; i < rendererFeatures.Count; i++) + { + if(m_RendererFeatures[i] == null) continue; + if (!AssetDatabase.TryGetGUIDAndLocalFileIdentifier(m_RendererFeatures[i], out var guid, + out long localId)) continue; + m_RendererFeatureMap[i] = localId; + } + } #endif } } diff --git a/com.unity.render-pipelines.universal/Runtime/ScriptableRendererFeature.cs b/com.unity.render-pipelines.universal/Runtime/ScriptableRendererFeature.cs index f17191e71ef..1cde0ce7556 100644 --- a/com.unity.render-pipelines.universal/Runtime/ScriptableRendererFeature.cs +++ b/com.unity.render-pipelines.universal/Runtime/ScriptableRendererFeature.cs @@ -7,8 +7,15 @@ namespace UnityEngine.Rendering.Universal /// /// /// + [ExcludeFromPreset] [MovedFrom("UnityEngine.Rendering.LWRP")] public abstract class ScriptableRendererFeature : ScriptableObject { + [SerializeField, HideInInspector] private bool m_Active = true; + /// + /// Returns the state of the ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). Use the method ScriptableRenderFeature.SetActive to change the value of this variable. + /// + public bool isActive => m_Active; + /// /// Initializes this feature's resources. This is called every time serialization happens. /// @@ -31,5 +38,15 @@ void OnValidate() { Create(); } + + /// + /// Sets the state of ScriptableRenderFeature (true: the feature is active, false: the feature is inactive). + /// If the feature is active, it is added to the renderer it is attached to, otherwise the feature is skipped while rendering. + /// + /// The true value activates the ScriptableRenderFeature and the false value deactivates it. + public void SetActive(bool active) + { + m_Active = active; + } } } diff --git a/com.unity.render-pipelines.universal/Runtime/ShaderUtils.cs b/com.unity.render-pipelines.universal/Runtime/ShaderUtils.cs index 0ae2ecd96a8..b55f25dbd59 100644 --- a/com.unity.render-pipelines.universal/Runtime/ShaderUtils.cs +++ b/com.unity.render-pipelines.universal/Runtime/ShaderUtils.cs @@ -1,5 +1,6 @@ using System; using System.Linq; +using System.ComponentModel; using UnityEngine.Scripting.APIUpdating; namespace UnityEngine.Rendering.Universal @@ -14,7 +15,10 @@ namespace UnityEngine.Rendering.Universal ParticlesSimpleLit, ParticlesUnlit, BakedLit, - Count + [EditorBrowsable(EditorBrowsableState.Never)] [Obsolete("This value is obsolete", false)] Count, + SpeedTree7, + SpeedTree7Billboard, + SpeedTree8, } [MovedFrom("UnityEngine.Rendering.LWRP")] public static class ShaderUtils @@ -29,18 +33,21 @@ namespace UnityEngine.Rendering.Universal "Universal Render Pipeline/Particles/Simple Lit", "Universal Render Pipeline/Particles/Unlit", "Universal Render Pipeline/Baked Lit", + "", + "Universal Render Pipeline/Nature/SpeedTree7", + "Universal Render Pipeline/Nature/SpeedTree7 Billboard", + "Universal Render Pipeline/Nature/SpeedTree8", }; public static string GetShaderPath(ShaderPathID id) { int index = (int)id; - if (index < 0 && index >= (int)ShaderPathID.Count) - { - Debug.LogError("Trying to access universal shader path out of bounds"); - return ""; - } + int arrayLength = s_ShaderPaths.Length; + if (arrayLength > 0 && index >= 0 && index < arrayLength) + return s_ShaderPaths[index]; - return s_ShaderPaths[index]; + Debug.LogError("Trying to access universal shader path out of bounds: (" + id + ": " + index + ")"); + return ""; } public static ShaderPathID GetEnumFromPath(string path) @@ -53,5 +60,34 @@ public static bool IsLWShader(Shader shader) { return s_ShaderPaths.Contains(shader.name); } + +#if UNITY_EDITOR + static readonly string[] s_ShaderGUIDs = + { + "933532a4fcc9baf4fa0491de14d08ed7", + "8d2bb70cbf9db8d4da26e15b26e74248", + "650dd9526735d5b46b79224bc6e94025", + "69c1f799e772cb6438f56c23efccb782", + "b7839dad95683814aa64166edc107ae2", + "8516d7a69675844a7a0b7095af7c46af", + "0406db5a14f94604a8c57ccfbc9f3b46", + "0ca6dca7396eb48e5849247ffd444914", + "", + "0f4122b9a743b744abe2fb6a0a88868b", + "5ec81c81908db34429b4f6ddecadd3bd", + "99134b1f0c27d54469a840832a28fadf", + }; + + internal static string GetShaderGUID(ShaderPathID id) + { + int index = (int)id; + int arrayLength = s_ShaderGUIDs.Length; + if (arrayLength > 0 && index >= 0 && index < arrayLength) + return s_ShaderGUIDs[index]; + + Debug.LogError("Trying to access universal shader GUID out of bounds: (" + id + ": " + index + ")"); + return ""; + } +#endif } } diff --git a/com.unity.render-pipelines.universal/Runtime/Unity.RenderPipelines.Universal.Runtime.asmdef b/com.unity.render-pipelines.universal/Runtime/Unity.RenderPipelines.Universal.Runtime.asmdef index 7cb5802784f..df79f29efa4 100644 --- a/com.unity.render-pipelines.universal/Runtime/Unity.RenderPipelines.Universal.Runtime.asmdef +++ b/com.unity.render-pipelines.universal/Runtime/Unity.RenderPipelines.Universal.Runtime.asmdef @@ -3,7 +3,8 @@ "references": [ "GUID:d60799ab2a985554ea1a39cd38695018", "GUID:df380645f10b7bc4b97d4f5eb6303d95", - "GUID:ab67fb10353d84448ac887a7367cbda8" + "GUID:ab67fb10353d84448ac887a7367cbda8", + "GUID:7dbf32976982c98448af054f2512cb79" ], "includePlatforms": [], "excludePlatforms": [], @@ -18,6 +19,11 @@ "expression": "0.0.1", "define": "VISUAL_EFFECT_GRAPH_0_0_1_OR_NEWER" }, + { + "name": "com.unity.adaptiveperformance", + "expression": "2.0.0-preview.7", + "define": "ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER" + }, { "name": "com.unity.modules.vr", "expression": "1.0.0", @@ -27,6 +33,16 @@ "name": "com.unity.modules.xr", "expression": "1.0.0", "define": "ENABLE_XR_MODULE" + }, + { + "name": "com.unity.modules.animation", + "expression": "1.0.0", + "define": "USING_ANIMATION_MODULE" + }, + { + "name": "com.unity.modules.physics2d", + "expression": "1.0.0", + "define": "USING_PHYSICS2D_MODULE" } ], "noEngineReferences": false diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs index e997b67af29..53fa59f6a68 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalAdditionalCameraData.cs @@ -282,7 +282,7 @@ public bool requiresColorTexture /// public ScriptableRenderer scriptableRenderer { - get => UniversalRenderPipeline.currentRenderPipeline?.GetRenderer(m_RendererIndex); + get => UniversalRenderPipeline.asset.GetRenderer(m_RendererIndex); } /// diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs index 846bf4abf05..9bef93fb757 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipeline.cs @@ -35,15 +35,6 @@ internal static class PerFrameBuffer public static int _TimeParameters; } - static internal class PerCameraBuffer - { - // TODO: This needs to account for stereo rendering - public static int unity_MatrixInvVP; - public static int _ScaledScreenParams; - public static int _ScreenParams; - public static int _WorldSpaceCameraPos; - } - public const string k_ShaderTagName = "UniversalPipeline"; const string k_RenderCameraTag = "Render Camera"; @@ -79,7 +70,9 @@ public static int maxVisibleAdditionalLights { get { - return (Application.isMobilePlatform) ? k_MaxVisibleAdditionalLightsMobile : k_MaxVisibleAdditionalLightsNonMobile; + // GLES can be selected as platform on Windows (not a mobile platform) but uniform buffer size so we must use a low light count. + return (Application.isMobilePlatform || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLCore || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES2 || SystemInfo.graphicsDeviceType == GraphicsDeviceType.OpenGLES3) + ? k_MaxVisibleAdditionalLightsMobile : k_MaxVisibleAdditionalLightsNonMobile; } } @@ -89,18 +82,15 @@ internal static int maxScriptableRenderers get => 8; } - ScriptableRenderer[] renderers = null; - int m_DefaultRendererIndex = -1; + // (ASG) The set of render layers that have separate post processing. + // Only applies in forward color grading mode. + // 0 indexed. ie. 0 == "Layer 1" in the inspector. + // todo: make this a dynamic value so that we support only one lut in full postprocess pass mode + public static readonly int[] renderLayersWithColorGrading = {0, 1, 2}; + public static readonly Dictionary renderLayerStacks = new Dictionary(); public UniversalRenderPipeline(UniversalRenderPipelineAsset asset) { - m_DefaultRendererIndex = asset.m_DefaultRendererIndex; - - int rendererCount = asset.m_RendererDataList.Length; - renderers = new ScriptableRenderer[rendererCount]; - for (int i = 0; i < rendererCount; ++i) - renderers[i] = asset.m_RendererDataList[i]?.InternalCreateRenderer(); - SetSupportedRenderingFeatures(); PerFrameBuffer._GlossyEnvironmentColor = Shader.PropertyToID("_GlossyEnvironmentColor"); @@ -112,15 +102,18 @@ public UniversalRenderPipeline(UniversalRenderPipelineAsset asset) PerFrameBuffer.unity_DeltaTime = Shader.PropertyToID("unity_DeltaTime"); PerFrameBuffer._TimeParameters = Shader.PropertyToID("_TimeParameters"); - PerCameraBuffer.unity_MatrixInvVP = Shader.PropertyToID("unity_MatrixInvVP"); - PerCameraBuffer._ScreenParams = Shader.PropertyToID("_ScreenParams"); - PerCameraBuffer._ScaledScreenParams = Shader.PropertyToID("_ScaledScreenParams"); - PerCameraBuffer._WorldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); - // Let engine know we have MSAA on for cases where we support MSAA backbuffer if (QualitySettings.antiAliasing != asset.msaaSampleCount) + { QualitySettings.antiAliasing = asset.msaaSampleCount; +#if ENABLE_VR && ENABLE_VR_MODULE + XR.XRDevice.UpdateEyeTextureMSAASetting(); +#endif + } +#if ENABLE_VR && ENABLE_VR_MODULE + XRGraphics.eyeTextureResolutionScale = asset.renderScale; +#endif // For compatibility reasons we also match old LightweightPipeline tag. Shader.globalRenderPipeline = "UniversalPipeline,LightweightPipeline"; @@ -129,15 +122,17 @@ public UniversalRenderPipeline(UniversalRenderPipelineAsset asset) CameraCaptureBridge.enabled = true; RenderingUtils.ClearSystemInfoCache(); + + foreach (int supportedRenderLayer in renderLayersWithColorGrading) + { + renderLayerStacks[supportedRenderLayer] = VolumeManager.instance.CreateStack(); + } } protected override void Dispose(bool disposing) { base.Dispose(disposing); - foreach (var renderer in renderers) - renderer?.Dispose(); - Shader.globalRenderPipeline = ""; SupportedRenderingFeatures.active = new SupportedRenderingFeatures(); ShaderData.instance.Dispose(); @@ -173,7 +168,7 @@ protected override void Render(ScriptableRenderContext renderContext, Camera[] c VFX.VFXManager.PrepareCamera(camera); #endif UpdateVolumeFramework(camera, null); - + RenderSingleCamera(renderContext, camera); EndCameraRendering(renderContext, camera); } @@ -201,8 +196,12 @@ public static void RenderSingleCamera(ScriptableRenderContext context, Camera ca return; } - InitializeCameraData(camera, additionalCameraData, out var cameraData); - RenderSingleCamera(context, cameraData, true, cameraData.postProcessEnabled); + InitializeCameraData(camera, additionalCameraData, true, out var cameraData); +#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER + if (asset.useAdaptivePerformance) + ApplyAdaptivePerformance(ref cameraData); +#endif + RenderSingleCamera(context, cameraData, cameraData.postProcessEnabled); } /// @@ -210,9 +209,8 @@ public static void RenderSingleCamera(ScriptableRenderContext context, Camera ca /// /// Render context used to record commands during execution. /// Camera rendering data. This might contain data inherited from a base camera. - /// True if this is the last camera in the stack rendering, false otherwise. /// True if at least one camera has post-processing enabled in the stack, false otherwise. - static void RenderSingleCamera(ScriptableRenderContext context, CameraData cameraData, bool requiresBlitToBackbuffer, bool anyPostProcessingEnabled) + static void RenderSingleCamera(ScriptableRenderContext context, CameraData cameraData, bool anyPostProcessingEnabled) { Camera camera = cameraData.camera; var renderer = cameraData.renderer; @@ -225,7 +223,8 @@ static void RenderSingleCamera(ScriptableRenderContext context, CameraData camer if (!camera.TryGetCullingParameters(IsStereoEnabled(camera), out var cullingParameters)) return; - SetupPerCameraShaderConstants(cameraData); + ScriptableRenderer.current = renderer; + bool isSceneViewCamera = cameraData.isSceneViewCamera; ProfilingSampler sampler = (asset.debugLevel >= PipelineDebugLevel.Profiling) ? new ProfilingSampler(camera.name): _CameraProfilingSampler; CommandBuffer cmd = CommandBufferPool.Get(sampler.name); @@ -239,14 +238,19 @@ static void RenderSingleCamera(ScriptableRenderContext context, CameraData camer #if UNITY_EDITOR // Emit scene view UI - if (cameraData.isSceneViewCamera) + if (isSceneViewCamera) { ScriptableRenderContext.EmitWorldGeometryForSceneView(camera); } #endif var cullResults = context.Cull(ref cullingParameters); - InitializeRenderingData(asset, ref cameraData, ref cullResults, requiresBlitToBackbuffer, anyPostProcessingEnabled, out var renderingData); + InitializeRenderingData(asset, ref cameraData, ref cullResults, anyPostProcessingEnabled, out var renderingData); + +#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER + if (asset.useAdaptivePerformance) + ApplyAdaptivePerformance(ref renderingData); +#endif renderer.Setup(context, ref renderingData); renderer.Execute(context, ref renderingData); @@ -255,6 +259,8 @@ static void RenderSingleCamera(ScriptableRenderContext context, CameraData camer context.ExecuteCommandBuffer(cmd); CommandBufferPool.Release(cmd); context.Submit(); + + ScriptableRenderer.current = null; } /// @@ -277,12 +283,13 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera List cameraStack = (supportsCameraStacking) ? baseCameraAdditionalData?.cameraStack : null; bool anyPostProcessingEnabled = baseCameraAdditionalData != null && baseCameraAdditionalData.renderPostProcessing; + anyPostProcessingEnabled &= SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2; // We need to know the last active camera in the stack to be able to resolve // rendering to screen when rendering it. The last camera in the stack is not // necessarily the last active one as it users might disable it. int lastActiveOverlayCameraIndex = -1; - if (cameraStack != null) + if (cameraStack != null && cameraStack.Count > 0) { // TODO: Add support to camera stack in VR multi pass mode if (!IsMultiPassStereoEnabled(baseCamera)) @@ -300,16 +307,22 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera if (data == null || data.renderType != CameraRenderType.Overlay) { Debug.LogWarning(string.Format("Stack can only contain Overlay cameras. {0} will skip rendering.", currCamera.name)); + continue; } - else if (data?.scriptableRenderer.GetType() != baseCameraRendererType) - { - Debug.LogWarning(string.Format("Only cameras with the same renderer type as the base camera can be stacked. {0} will skip rendering", currCamera.name)); - } - else + + var currCameraRendererType = data?.scriptableRenderer.GetType(); + if (currCameraRendererType != baseCameraRendererType) { - anyPostProcessingEnabled |= data.renderPostProcessing; - lastActiveOverlayCameraIndex = i; + var renderer2DType = typeof(Experimental.Rendering.Universal.Renderer2D); + if (currCameraRendererType != renderer2DType && baseCameraRendererType != renderer2DType) + { + Debug.LogWarning(string.Format("Only cameras with compatible renderer types can be stacked. {0} will skip rendering", currCamera.name)); + continue; + } } + + anyPostProcessingEnabled |= data.renderPostProcessing; + lastActiveOverlayCameraIndex = i; } } } @@ -328,8 +341,12 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera VFX.VFXManager.PrepareCamera(baseCamera); #endif UpdateVolumeFramework(baseCamera, baseCameraAdditionalData); - InitializeCameraData(baseCamera, baseCameraAdditionalData, out var baseCameraData); - RenderSingleCamera(context, baseCameraData, !isStackedRendering, anyPostProcessingEnabled); + InitializeCameraData(baseCamera, baseCameraAdditionalData, !isStackedRendering, out var baseCameraData); +#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER + if (asset.useAdaptivePerformance) + ApplyAdaptivePerformance(ref baseCameraData); +#endif + RenderSingleCamera(context, baseCameraData, anyPostProcessingEnabled); EndCameraRendering(context, baseCamera); if (!isStackedRendering) @@ -356,8 +373,8 @@ static void RenderCameraStack(ScriptableRenderContext context, Camera baseCamera VFX.VFXManager.PrepareCamera(currCamera); #endif UpdateVolumeFramework(currCamera, currCameraData); - InitializeAdditionalCameraData(currCamera, currCameraData, ref overlayCameraData); - RenderSingleCamera(context, overlayCameraData, lastCamera, anyPostProcessingEnabled); + InitializeAdditionalCameraData(currCamera, currCameraData, lastCamera, ref overlayCameraData); + RenderSingleCamera(context, overlayCameraData, anyPostProcessingEnabled); EndCameraRendering(context, currCamera); } } @@ -384,11 +401,34 @@ static void UpdateVolumeFramework(Camera camera, UniversalAdditionalCameraData a if (mainCamera != null && mainCamera.TryGetComponent(out mainAdditionalCameraData)) layerMask = mainAdditionalCameraData.volumeLayerMask; - + trigger = mainAdditionalCameraData != null && mainAdditionalCameraData.volumeTrigger != null ? mainAdditionalCameraData.volumeTrigger : trigger; } - VolumeManager.instance.Update(trigger, layerMask); + + // (ASG) + // Update multiple stacks. One for each render layer. + if (asset.colorTransformation == ColorTransformation.InForwardPass) + { + // Update the stack for each render layer. + VolumeManager volumeManager = VolumeManager.instance; + // ReSharper disable once ForCanBeConvertedToForeach + for (int i = 0; i < renderLayersWithColorGrading.Length; i++) + { + int renderLayer = renderLayersWithColorGrading[i]; + volumeManager.Update(renderLayerStacks[renderLayer], trigger, layerMask, (uint) 1 << renderLayer); + } + + // Update the singleton stack. Uses all volumes affecting render layer 1. + // This makes sure that other existing code that reads the singleton Volume stack still gets + // something sensible. + VolumeManager.instance.Update(VolumeManager.instance.stack, trigger, layerMask, 1); + } + else + { + // Default behavior. Uses all volumes affecting render layer 1. + VolumeManager.instance.Update(VolumeManager.instance.stack, trigger, layerMask, 1); + } } static bool CheckPostProcessForDepth(in CameraData cameraData) @@ -429,11 +469,11 @@ static void SetSupportedRenderingFeatures() #endif } - static void InitializeCameraData(Camera camera, UniversalAdditionalCameraData additionalCameraData, out CameraData cameraData) + static void InitializeCameraData(Camera camera, UniversalAdditionalCameraData additionalCameraData, bool resolveFinalTarget, out CameraData cameraData) { cameraData = new CameraData(); InitializeStackedCameraData(camera, additionalCameraData, ref cameraData); - InitializeAdditionalCameraData(camera, additionalCameraData, ref cameraData); + InitializeAdditionalCameraData(camera, additionalCameraData, resolveFinalTarget, ref cameraData); } /// @@ -448,13 +488,15 @@ static void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCa var settings = asset; cameraData.targetTexture = baseCamera.targetTexture; cameraData.isStereoEnabled = IsStereoEnabled(baseCamera); - cameraData.isSceneViewCamera = baseCamera.cameraType == CameraType.SceneView; - + cameraData.cameraType = baseCamera.cameraType; + cameraData.isSceneViewCamera = cameraData.cameraType == CameraType.SceneView; cameraData.numberOfXRPasses = 1; cameraData.isXRMultipass = false; + bool isSceneViewCamera = cameraData.isSceneViewCamera; + #if ENABLE_VR && ENABLE_VR_MODULE - if (cameraData.isStereoEnabled && !cameraData.isSceneViewCamera && XR.XRSettings.stereoRenderingMode == XR.XRSettings.StereoRenderingMode.MultiPass) + if (cameraData.isStereoEnabled && !isSceneViewCamera && XR.XRSettings.stereoRenderingMode == XR.XRSettings.StereoRenderingMode.MultiPass) { cameraData.numberOfXRPasses = 2; cameraData.isXRMultipass = true; @@ -464,7 +506,7 @@ static void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCa /////////////////////////////////////////////////////////////////// // Environment and Post-processing settings / /////////////////////////////////////////////////////////////////// - if (cameraData.isSceneViewCamera) + if (isSceneViewCamera) { cameraData.volumeLayerMask = 1; // "Default" cameraData.volumeTrigger = null; @@ -523,8 +565,10 @@ static void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCa cameraData.captureActions = CameraCaptureBridge.GetCaptureActions(baseCamera); bool needsAlphaChannel = Graphics.preserveFramebufferAlpha; + bool useHdrCameraTarget = cameraData.isHdrEnabled && + settings.colorTransformation != ColorTransformation.InForwardPass; cameraData.cameraTargetDescriptor = CreateRenderTextureDescriptor(baseCamera, cameraData.renderScale, - cameraData.isStereoEnabled, cameraData.isHdrEnabled, msaaSamples, needsAlphaChannel); + cameraData.isStereoEnabled, useHdrCameraTarget, msaaSamples, needsAlphaChannel); } /// @@ -532,27 +576,19 @@ static void InitializeStackedCameraData(Camera baseCamera, UniversalAdditionalCa /// /// Camera to initialize settings from. /// Additional camera data component to initialize settings from. + /// True if this is the last camera in the stack and rendering should resolve to camera target. /// Settings to be initilized. - static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCameraData additionalCameraData, ref CameraData cameraData) + static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCameraData additionalCameraData, bool resolveFinalTarget, ref CameraData cameraData) { var settings = asset; cameraData.camera = camera; bool anyShadowsEnabled = settings.supportsMainLightShadows || settings.supportsAdditionalLightShadows; cameraData.maxShadowDistance = Mathf.Min(settings.shadowDistance, camera.farClipPlane); - cameraData.maxShadowDistance = (anyShadowsEnabled && cameraData.maxShadowDistance >= camera.nearClipPlane) ? - cameraData.maxShadowDistance : 0.0f; - - cameraData.viewMatrix = camera.worldToCameraMatrix; - - // Overlay cameras inherit viewport from base. - // If the viewport is different between them we might need to patch the projection - // matrix to prevent squishing when rendering objects in overlay cameras. - cameraData.projectionMatrix = (!camera.orthographic && !cameraData.isStereoEnabled && cameraData.pixelRect != camera.pixelRect) ? - Matrix4x4.Perspective(camera.fieldOfView, cameraData.aspectRatio, camera.nearClipPlane, camera.farClipPlane) : - camera.projectionMatrix; + cameraData.maxShadowDistance = (anyShadowsEnabled && cameraData.maxShadowDistance >= camera.nearClipPlane) ? cameraData.maxShadowDistance : 0.0f; - if (cameraData.isSceneViewCamera) + bool isSceneViewCamera = cameraData.isSceneViewCamera; + if (isSceneViewCamera) { cameraData.renderType = CameraRenderType.Base; cameraData.clearDepth = true; @@ -583,7 +619,8 @@ static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCam // Disable depth and color copy. We should add it in the renderer instead to avoid performance pitfalls // of camera stacking breaking render pass execution implicitly. - if (cameraData.renderType == CameraRenderType.Overlay) + bool isOverlayCamera = (cameraData.renderType == CameraRenderType.Overlay); + if (isOverlayCamera) { cameraData.requiresDepthTexture = false; cameraData.requiresOpaqueTexture = false; @@ -592,11 +629,29 @@ static void InitializeAdditionalCameraData(Camera camera, UniversalAdditionalCam // Disables post if GLes2 cameraData.postProcessEnabled &= SystemInfo.graphicsDeviceType != GraphicsDeviceType.OpenGLES2; - cameraData.requiresDepthTexture |= cameraData.isSceneViewCamera || CheckPostProcessForDepth(cameraData); + cameraData.requiresDepthTexture |= isSceneViewCamera || CheckPostProcessForDepth(cameraData); + cameraData.resolveFinalTarget = resolveFinalTarget; + + Matrix4x4 projectionMatrix = camera.projectionMatrix; + + // Overlay cameras inherit viewport from base. + // If the viewport is different between them we might need to patch the projection to adjust aspect ratio + // matrix to prevent squishing when rendering objects in overlay cameras. + if (isOverlayCamera && !camera.orthographic && !cameraData.isStereoEnabled && cameraData.pixelRect != camera.pixelRect) + { + // m00 = (cotangent / aspect), therefore m00 * aspect gives us cotangent. + float cotangent = camera.projectionMatrix.m00 * camera.aspect; + + // Get new m00 by dividing by base camera aspectRatio. + float newCotangent = cotangent / cameraData.aspectRatio; + projectionMatrix.m00 = newCotangent; + } + + cameraData.SetViewAndProjectionMatrix(camera.worldToCameraMatrix, projectionMatrix); } static void InitializeRenderingData(UniversalRenderPipelineAsset settings, ref CameraData cameraData, ref CullingResults cullResults, - bool requiresBlitToBackbuffer, bool anyPostProcessingEnabled, out RenderingData renderingData) + bool anyPostProcessingEnabled, out RenderingData renderingData) { var visibleLights = cullResults.visibleLights; @@ -636,9 +691,6 @@ static void InitializeRenderingData(UniversalRenderPipelineAsset settings, ref C InitializePostProcessingData(settings, out renderingData.postProcessingData); renderingData.supportsDynamicBatching = settings.supportsDynamicBatching; renderingData.perObjectData = GetPerObjectLightFlags(renderingData.lightData.additionalLightsCount); - - bool isOffscreenCamera = cameraData.targetTexture != null && !cameraData.isSceneViewCamera; - renderingData.resolveFinalTarget = requiresBlitToBackbuffer; renderingData.postProcessingEnabled = anyPostProcessingEnabled; } @@ -807,24 +859,70 @@ static void SetupPerFrameShaderConstants() Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor)); } - static void SetupPerCameraShaderConstants(in CameraData cameraData) +#if ADAPTIVE_PERFORMANCE_2_0_0_OR_NEWER + static void ApplyAdaptivePerformance(ref CameraData cameraData) { - Camera camera = cameraData.camera; + var noFrontToBackOpaqueFlags = SortingCriteria.SortingLayer | SortingCriteria.RenderQueue | SortingCriteria.OptimizeStateChanges | SortingCriteria.CanvasOrder; + if (AdaptivePerformance.AdaptivePerformanceRenderSettings.SkipFrontToBackSorting) + cameraData.defaultOpaqueSortFlags = noFrontToBackOpaqueFlags; + + var MaxShadowDistanceMultiplier = AdaptivePerformance.AdaptivePerformanceRenderSettings.MaxShadowDistanceMultiplier; + cameraData.maxShadowDistance *= MaxShadowDistanceMultiplier; + + var RenderScaleMultiplier = AdaptivePerformance.AdaptivePerformanceRenderSettings.RenderScaleMultiplier; + cameraData.renderScale *= RenderScaleMultiplier; + + // TODO + if (!cameraData.isStereoEnabled) + { + cameraData.cameraTargetDescriptor.width = (int)(cameraData.camera.pixelWidth * cameraData.renderScale); + cameraData.cameraTargetDescriptor.height = (int)(cameraData.camera.pixelHeight * cameraData.renderScale); + } + + var antialiasingQualityIndex = (int)cameraData.antialiasingQuality - AdaptivePerformance.AdaptivePerformanceRenderSettings.AntiAliasingQualityBias; + if (antialiasingQualityIndex < 0) + cameraData.antialiasing = AntialiasingMode.None; + cameraData.antialiasingQuality = (AntialiasingQuality)Mathf.Clamp(antialiasingQualityIndex, (int)AntialiasingQuality.Low, (int)AntialiasingQuality.High); + } + static void ApplyAdaptivePerformance(ref RenderingData renderingData) + { + if (AdaptivePerformance.AdaptivePerformanceRenderSettings.SkipDynamicBatching) + renderingData.supportsDynamicBatching = false; + + var MainLightShadowmapResolutionMultiplier = AdaptivePerformance.AdaptivePerformanceRenderSettings.MainLightShadowmapResolutionMultiplier; + renderingData.shadowData.mainLightShadowmapWidth = (int)(renderingData.shadowData.mainLightShadowmapWidth * MainLightShadowmapResolutionMultiplier); + renderingData.shadowData.mainLightShadowmapHeight = (int)(renderingData.shadowData.mainLightShadowmapHeight * MainLightShadowmapResolutionMultiplier); + + var MainLightShadowCascadesCountBias = AdaptivePerformance.AdaptivePerformanceRenderSettings.MainLightShadowCascadesCountBias; + renderingData.shadowData.mainLightShadowCascadesCount = Mathf.Clamp(renderingData.shadowData.mainLightShadowCascadesCount - MainLightShadowCascadesCountBias, 0, 4); + + var shadowQualityIndex = AdaptivePerformance.AdaptivePerformanceRenderSettings.ShadowQualityBias; + for (int i = 0; i < shadowQualityIndex; i++) + { + if (renderingData.shadowData.supportsSoftShadows) + { + renderingData.shadowData.supportsSoftShadows = false; + continue; + } + + if (renderingData.shadowData.supportsAdditionalLightShadows) + { + renderingData.shadowData.supportsAdditionalLightShadows = false; + continue; + } + + if (renderingData.shadowData.supportsMainLightShadows) + { + renderingData.shadowData.supportsMainLightShadows = false; + continue; + } - Rect pixelRect = cameraData.pixelRect; - float scaledCameraWidth = (float)pixelRect.width * cameraData.renderScale; - float scaledCameraHeight = (float)pixelRect.height * cameraData.renderScale; - Shader.SetGlobalVector(PerCameraBuffer._ScaledScreenParams, new Vector4(scaledCameraWidth, scaledCameraHeight, 1.0f + 1.0f / scaledCameraWidth, 1.0f + 1.0f / scaledCameraHeight)); - Shader.SetGlobalVector(PerCameraBuffer._WorldSpaceCameraPos, camera.transform.position); - float cameraWidth = (float)pixelRect.width; - float cameraHeight = (float)pixelRect.height; - Shader.SetGlobalVector(PerCameraBuffer._ScreenParams, new Vector4(cameraWidth, cameraHeight, 1.0f + 1.0f / cameraWidth, 1.0f + 1.0f / cameraHeight)); - - Matrix4x4 projMatrix = GL.GetGPUProjectionMatrix(camera.projectionMatrix, false); - Matrix4x4 viewMatrix = camera.worldToCameraMatrix; - Matrix4x4 viewProjMatrix = projMatrix * viewMatrix; - Matrix4x4 invViewProjMatrix = Matrix4x4.Inverse(viewProjMatrix); - Shader.SetGlobalMatrix(PerCameraBuffer.unity_MatrixInvVP, invViewProjMatrix); + break; + } + + if (AdaptivePerformance.AdaptivePerformanceRenderSettings.LutBias >= 1 && renderingData.postProcessingData.lutSize == 32) + renderingData.postProcessingData.lutSize = 16; } +#endif } } diff --git a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs index 245c1c88eab..52f00248e77 100644 --- a/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs +++ b/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineCore.cs @@ -4,6 +4,7 @@ using UnityEngine.Scripting.APIUpdating; using UnityEngine.Experimental.GlobalIllumination; +using UnityEngine.Experimental.Rendering; using Lightmapping = UnityEngine.Experimental.GlobalIllumination.Lightmapping; namespace UnityEngine.Rendering.Universal @@ -29,7 +30,6 @@ namespace UnityEngine.Rendering.Universal /// True if post-processing effect is enabled while rendering the camera stack. /// public bool postProcessingEnabled; - internal bool resolveFinalTarget; } [MovedFrom("UnityEngine.Rendering.LWRP")] public struct LightData @@ -44,26 +44,94 @@ namespace UnityEngine.Rendering.Universal [MovedFrom("UnityEngine.Rendering.LWRP")] public struct CameraData { + // Internal camera data as we are not yet sure how to expose View in stereo context. + // We might change this API soon. + Matrix4x4 m_ViewMatrix; + Matrix4x4 m_ProjectionMatrix; + + internal void SetViewAndProjectionMatrix(Matrix4x4 viewMatrix, Matrix4x4 projectionMatrix) + { + m_ViewMatrix = viewMatrix; + m_ProjectionMatrix = projectionMatrix; + } + + /// + /// Returns the camera view matrix. + /// + /// + public Matrix4x4 GetViewMatrix() + { + return m_ViewMatrix; + } + + /// + /// Returns the camera projection matrix. + /// + /// + public Matrix4x4 GetProjectionMatrix() + { + return m_ProjectionMatrix; + } + + /// + /// Returns the camera GPU projection matrix. This contains platform specific changes to handle y-flip and reverse z. + /// Similar to GL.GetGPUProjectionMatrix but queries URP internal state to know if the pipeline is rendering to render texture. + /// For more info on platform differences regarding camera projection check: https://docs.unity3d.com/Manual/SL-PlatformDifferences.html + /// + /// + /// + public Matrix4x4 GetGPUProjectionMatrix() + { + return GL.GetGPUProjectionMatrix(m_ProjectionMatrix, IsCameraProjectionMatrixFlipped()); + } + public Camera camera; public CameraRenderType renderType; public RenderTexture targetTexture; public RenderTextureDescriptor cameraTargetDescriptor; - // Internal camera data as we are not yet sure how to expose View in stereo context. - // We might change this API soon. - internal Matrix4x4 viewMatrix; - internal Matrix4x4 projectionMatrix; internal Rect pixelRect; internal int pixelWidth; internal int pixelHeight; internal float aspectRatio; public float renderScale; public bool clearDepth; - public bool isSceneViewCamera; + public CameraType cameraType; public bool isDefaultViewport; public bool isHdrEnabled; public bool requiresDepthTexture; public bool requiresOpaqueTexture; + /// + /// True if the camera rendering is for the scene window in the editor + /// + public bool isSceneViewCamera; + + /// + /// True if the camera rendering is for the preview window in the editor + /// + public bool isPreviewCamera => cameraType == CameraType.Preview; + + /// + /// True if the camera device projection matrix is flipped. This happens when the pipeline is rendering + /// to a render texture in non OpenGL platforms. If you are doing a custom Blit pass to copy camera textures + /// (_CameraColorTexture, _CameraDepthAttachment) you need to check this flag to know if you should flip the + /// matrix when rendering with for cmd.Draw* and reading from camera textures. + /// + public bool IsCameraProjectionMatrixFlipped() + { + // Users only have access to CameraData on URP rendering scope. The current renderer should never be null. + var renderer = ScriptableRenderer.current; + Debug.Assert(renderer != null, "IsCameraProjectionMatrixFlipped is being called outside camera rendering scope."); + + if (renderer != null) + { + bool renderingToTexture = renderer.cameraColorTarget != BuiltinRenderTextureType.CameraTarget || targetTexture != null; + return SystemInfo.graphicsUVStartsAtTop && renderingToTexture; + } + + return true; + } + public SortingCriteria defaultOpaqueSortFlags; public bool isStereoEnabled; @@ -83,6 +151,12 @@ namespace UnityEngine.Rendering.Universal public AntialiasingMode antialiasing; public AntialiasingQuality antialiasingQuality; internal ScriptableRenderer renderer; + + /// + /// True if this camera is resolving rendering to the final camera render target. + /// When rendering a stack of cameras only the last camera in the stack will resolve to camera target. + /// + public bool resolveFinalTarget; } [MovedFrom("UnityEngine.Rendering.LWRP")] public struct ShadowData @@ -101,18 +175,34 @@ namespace UnityEngine.Rendering.Universal public List bias; } - public struct PostProcessingData + public static class ShaderPropertyId { - public ColorGradingMode gradingMode; - public int lutSize; + public static readonly int scaledScreenParams = Shader.PropertyToID("_ScaledScreenParams"); + public static readonly int worldSpaceCameraPos = Shader.PropertyToID("_WorldSpaceCameraPos"); + public static readonly int screenParams = Shader.PropertyToID("_ScreenParams"); + public static readonly int projectionParams = Shader.PropertyToID("_ProjectionParams"); + public static readonly int zBufferParams = Shader.PropertyToID("_ZBufferParams"); + public static readonly int orthoParams = Shader.PropertyToID("unity_OrthoParams"); + + public static readonly int viewMatrix = Shader.PropertyToID("unity_MatrixV"); + public static readonly int projectionMatrix = Shader.PropertyToID("glstate_matrix_projection"); + public static readonly int viewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixVP"); + + public static readonly int inverseViewMatrix = Shader.PropertyToID("unity_MatrixInvV"); + // Undefined: + // public static readonly int inverseProjectionMatrix = Shader.PropertyToID("unity_MatrixInvP"); + public static readonly int inverseViewAndProjectionMatrix = Shader.PropertyToID("unity_MatrixInvVP"); + + public static readonly int cameraProjectionMatrix = Shader.PropertyToID("unity_CameraProjection"); + public static readonly int inverseCameraProjectionMatrix = Shader.PropertyToID("unity_CameraInvProjection"); + public static readonly int worldToCameraMatrix = Shader.PropertyToID("unity_WorldToCamera"); + public static readonly int cameraToWorldMatrix = Shader.PropertyToID("unity_CameraToWorld"); } - class CameraDataComparer : IComparer + public struct PostProcessingData { - public int Compare(Camera lhs, Camera rhs) - { - return (int)lhs.depth - (int)rhs.depth; - } + public ColorGradingMode gradingMode; + public int lutSize; } public static class ShaderKeywordStrings @@ -128,6 +218,7 @@ public static class ShaderKeywordStrings public static readonly string DepthNoMsaa = "_DEPTH_NO_MSAA"; public static readonly string DepthMsaa2 = "_DEPTH_MSAA_2"; public static readonly string DepthMsaa4 = "_DEPTH_MSAA_4"; + public static readonly string DepthMsaa8 = "_DEPTH_MSAA_8"; public static readonly string LinearToSRGBConversion = "_LINEAR_TO_SRGB_CONVERSION"; @@ -181,7 +272,11 @@ public static bool IsStereoEnabled(Camera camera) throw new ArgumentNullException("camera"); bool isGameCamera = IsGameCamera(camera); - return XRGraphics.enabled && isGameCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both); + bool isCompatWithXRDimension = true; +#if ENABLE_VR && ENABLE_VR_MODULE + isCompatWithXRDimension &= (camera.targetTexture ? camera.targetTexture.dimension == UnityEngine.XR.XRSettings.deviceEyeTextureDimension : true); +#endif + return XRGraphics.enabled && isGameCamera && (camera.stereoTargetEye == StereoTargetEyeMask.Both) && isCompatWithXRDimension; } /// @@ -193,42 +288,6 @@ public static UniversalRenderPipelineAsset asset get => GraphicsSettings.currentRenderPipeline as UniversalRenderPipelineAsset; } - /// - /// Returns the current render pipeline instance that is being used to render. - /// Returns null if no UniversalRenderPipeline asset is being in use. - /// - public static UniversalRenderPipeline currentRenderPipeline - { - get => RenderPipelineManager.currentPipeline as UniversalRenderPipeline; - } - - /// - /// Returns a renderer from the current render pipeline. - /// - /// Index to the renderer list in the pipeline asset. - /// If valid index the given renderer from the pipeline asset, otherwise null. - public ScriptableRenderer GetRenderer(int index) - { - if (renderers == null) - { - Debug.LogError("RenderPipeline is corrupted. The list of renderers is not valid."); - return null; - } - - // -1 means default renderer. - // In this case we return the default renderer from the asset. - if (index < 0) - index = m_DefaultRendererIndex; - - if (index < 0 || index >= renderers.Length) - { - Debug.LogError("Trying to access an invalid renderer"); - return null; - } - - return renderers[index]; - } - /// /// Checks if a camera is rendering in MultiPass stereo mode. /// @@ -246,18 +305,18 @@ static bool IsMultiPassStereoEnabled(Camera camera) #endif } + Comparison cameraComparison = (camera1, camera2) => { return (int) camera1.depth - (int) camera2.depth; }; void SortCameras(Camera[] cameras) { - if (cameras.Length <= 1) - return; - Array.Sort(cameras, new CameraDataComparer()); + if (cameras.Length > 1) + Array.Sort(cameras, cameraComparison); } static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, float renderScale, bool isStereoEnabled, bool isHdrEnabled, int msaaSamples, bool needsAlpha) { RenderTextureDescriptor desc; - RenderTextureFormat renderTextureFormatDefault = RenderTextureFormat.Default; + GraphicsFormat renderTextureFormatDefault = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR); // NB: There's a weird case about XR and render texture // In test framework currently we render stereo tests to target texture @@ -266,7 +325,7 @@ static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, floa if (isStereoEnabled) { desc = XRGraphics.eyeTextureDesc; - renderTextureFormatDefault = desc.colorFormat; + renderTextureFormatDefault = desc.graphicsFormat; } else if (camera.targetTexture == null) { @@ -288,10 +347,15 @@ static RenderTextureDescriptor CreateRenderTextureDescriptor(Camera camera, floa } else { - bool use32BitHDR = !needsAlpha && RenderingUtils.SupportsRenderTextureFormat(RenderTextureFormat.RGB111110Float); - RenderTextureFormat hdrFormat = (use32BitHDR) ? RenderTextureFormat.RGB111110Float : RenderTextureFormat.DefaultHDR; - - desc.colorFormat = isHdrEnabled ? hdrFormat : renderTextureFormatDefault; + GraphicsFormat hdrFormat; + if (!needsAlpha && RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.B10G11R11_UFloatPack32, FormatUsage.Linear | FormatUsage.Render)) + hdrFormat = GraphicsFormat.B10G11R11_UFloatPack32; + else if (RenderingUtils.SupportsGraphicsFormat(GraphicsFormat.R16G16B16A16_SFloat, FormatUsage.Linear | FormatUsage.Render)) + hdrFormat = GraphicsFormat.R16G16B16A16_SFloat; + else + hdrFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.HDR); // This might actually be a LDR format on old devices. + + desc.graphicsFormat = isHdrEnabled ? hdrFormat : renderTextureFormatDefault; desc.depthBufferBits = 32; desc.msaaSamples = msaaSamples; desc.sRGB = (QualitySettings.activeColorSpace == ColorSpace.Linear); diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl index 6c5f328c58b..6a9d7fedd0a 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl @@ -14,13 +14,13 @@ #endif #endif -// Shader Quality Tiers in Universal. +// Shader Quality Tiers in Universal. // SRP doesn't use Graphics Settings Quality Tiers. // We should expose shader quality tiers in the pipeline asset. // Meanwhile, it's forced to be: // High Quality: Non-mobile platforms or shader explicit defined SHADER_HINT_NICE_QUALITY // Medium: Mobile aside from GLES2 -// Low: GLES2 +// Low: GLES2 #if SHADER_HINT_NICE_QUALITY #define SHADER_QUALITY_HIGH #elif defined(SHADER_API_GLES) @@ -54,11 +54,11 @@ VertexPositionInputs GetVertexPositionInputs(float3 positionOS) input.positionWS = TransformObjectToWorld(positionOS); input.positionVS = TransformWorldToView(input.positionWS); input.positionCS = TransformWorldToHClip(input.positionWS); - + float4 ndc = input.positionCS * 0.5f; input.positionNDC.xy = float2(ndc.x, ndc.y * _ProjectionParams.x) + ndc.w; input.positionNDC.zw = input.positionCS.zw; - + return input; } @@ -124,12 +124,12 @@ half OutputAlpha(half outputAlpha) // A word on normalization of normals: // For better quality normals should be normalized before and after -// interpolation. -// 1) In vertex, skinning or blend shapes might vary significantly the lenght of normal. +// interpolation. +// 1) In vertex, skinning or blend shapes might vary significantly the lenght of normal. // 2) In fragment, because even outputting unit-length normals interpolation can make it non-unit. -// 3) In fragment when using normal map, because mikktspace sets up non orthonormal basis. -// However we will try to balance performance vs quality here as also let users configure that as -// shader quality tiers. +// 3) In fragment when using normal map, because mikktspace sets up non orthonormal basis. +// However we will try to balance performance vs quality here as also let users configure that as +// shader quality tiers. // Low Quality Tier: Normalize either per-vertex or per-pixel depending if normalmap is sampled. // Medium Quality Tier: Always normalize per-vertex. Normalize per-pixel only if using normal map // High Quality Tier: Normalize in both vertex and pixel shaders. @@ -143,7 +143,7 @@ real3 NormalizeNormalPerVertex(real3 normalWS) } real3 NormalizeNormalPerPixel(real3 normalWS) -{ +{ #if defined(SHADER_QUALITY_HIGH) || defined(_NORMALMAP) return normalize(normalWS); #else @@ -215,14 +215,14 @@ half3 MixFog(real3 fragColor, real fogFactor) #define SLICE_ARRAY_INDEX unity_StereoEyeIndex - #define TEXTURE2D_X TEXTURE2D_ARRAY - #define TEXTURE2D_X_PARAM TEXTURE2D_ARRAY_PARAM - #define TEXTURE2D_X_ARGS TEXTURE2D_ARRAY_ARGS - #define TEXTURE2D_X_HALF TEXTURE2D_ARRAY_HALF - #define TEXTURE2D_X_FLOAT TEXTURE2D_ARRAY_FLOAT + #define TEXTURE2D_X(textureName) TEXTURE2D_ARRAY(textureName) + #define TEXTURE2D_X_PARAM(textureName, samplerName) TEXTURE2D_ARRAY_PARAM(textureName, samplerName) + #define TEXTURE2D_X_ARGS(textureName, samplerName) TEXTURE2D_ARRAY_ARGS(textureName, samplerName) + #define TEXTURE2D_X_HALF(textureName) TEXTURE2D_ARRAY_HALF(textureName) + #define TEXTURE2D_X_FLOAT(textureName) TEXTURE2D_ARRAY_FLOAT(textureName) #define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D_ARRAY(textureName, unCoord2, SLICE_ARRAY_INDEX) - #define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod) + #define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_ARRAY_LOD(textureName, unCoord2, SLICE_ARRAY_INDEX, lod) #define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX) #define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_ARRAY_LOD(textureName, samplerName, coord2, SLICE_ARRAY_INDEX, lod) #define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D_ARRAY(textureName, samplerName, coord2, SLICE_ARRAY_INDEX) @@ -233,21 +233,21 @@ half3 MixFog(real3 fragColor, real fogFactor) #else #define SLICE_ARRAY_INDEX 0 - - #define TEXTURE2D_X TEXTURE2D - #define TEXTURE2D_X_PARAM TEXTURE2D_PARAM - #define TEXTURE2D_X_ARGS TEXTURE2D_ARGS - #define TEXTURE2D_X_HALF TEXTURE2D_HALF - #define TEXTURE2D_X_FLOAT TEXTURE2D_FLOAT - - #define LOAD_TEXTURE2D_X LOAD_TEXTURE2D - #define LOAD_TEXTURE2D_X_LOD LOAD_TEXTURE2D_LOD - #define SAMPLE_TEXTURE2D_X SAMPLE_TEXTURE2D - #define SAMPLE_TEXTURE2D_X_LOD SAMPLE_TEXTURE2D_LOD - #define GATHER_TEXTURE2D_X GATHER_TEXTURE2D - #define GATHER_RED_TEXTURE2D_X GATHER_RED_TEXTURE2D - #define GATHER_GREEN_TEXTURE2D_X GATHER_GREEN_TEXTURE2D - #define GATHER_BLUE_TEXTURE2D_X GATHER_BLUE_TEXTURE2D + + #define TEXTURE2D_X(textureName) TEXTURE2D(textureName) + #define TEXTURE2D_X_PARAM(textureName, samplerName) TEXTURE2D_PARAM(textureName, samplerName) + #define TEXTURE2D_X_ARGS(textureName, samplerName) TEXTURE2D_ARGS(textureName, samplerName) + #define TEXTURE2D_X_HALF(textureName) TEXTURE2D_HALF(textureName) + #define TEXTURE2D_X_FLOAT(textureName) TEXTURE2D_FLOAT(textureName) + + #define LOAD_TEXTURE2D_X(textureName, unCoord2) LOAD_TEXTURE2D(textureName, unCoord2) + #define LOAD_TEXTURE2D_X_LOD(textureName, unCoord2, lod) LOAD_TEXTURE2D_LOD(textureName, unCoord2, lod) + #define SAMPLE_TEXTURE2D_X(textureName, samplerName, coord2) SAMPLE_TEXTURE2D(textureName, samplerName, coord2) + #define SAMPLE_TEXTURE2D_X_LOD(textureName, samplerName, coord2, lod) SAMPLE_TEXTURE2D_LOD(textureName, samplerName, coord2, lod) + #define GATHER_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_TEXTURE2D(textureName, samplerName, coord2) + #define GATHER_RED_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_RED_TEXTURE2D(textureName, samplerName, coord2) + #define GATHER_GREEN_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_GREEN_TEXTURE2D(textureName, samplerName, coord2) + #define GATHER_BLUE_TEXTURE2D_X(textureName, samplerName, coord2) GATHER_BLUE_TEXTURE2D(textureName, samplerName, coord2) #endif diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl index 7c913f18496..c64597d7bb2 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl @@ -2,7 +2,7 @@ #define UNITY_DECLARE_DEPTH_TEXTURE_INCLUDED #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" -TEXTURE2D_X(_CameraDepthTexture); +TEXTURE2D_X_FLOAT(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); float SampleSceneDepth(float2 uv) diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl index 50c249bf1bd..873109c8e18 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/Input.hlsl @@ -7,7 +7,7 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderTypes.cs.hlsl" -#if defined(SHADER_API_MOBILE) +#if defined(SHADER_API_MOBILE) || (defined(SHADER_API_GLCORE) && !defined(SHADER_API_SWITCH)) || defined(SHADER_API_GLES) || defined(SHADER_API_GLES3) // Workaround for bug on Nintendo Switch where SHADER_API_GLCORE is mistakenly defined #define MAX_VISIBLE_LIGHTS 32 #else #define MAX_VISIBLE_LIGHTS 256 @@ -22,6 +22,7 @@ struct InputData half fogCoord; half3 vertexLighting; half3 bakedGI; + half3 bakedGI_directionWS; // XYZ: Light direction, length is 'directionality' }; /////////////////////////////////////////////////////////////////////////////// @@ -48,11 +49,18 @@ half4 _AdditionalLightsCount; StructuredBuffer _AdditionalLightsBuffer; StructuredBuffer _AdditionalLightsIndices; #else +// GLES3 causes a performance regression in some devices when using CBUFFER. +#ifndef SHADER_API_GLES3 +CBUFFER_START(AdditionalLights) +#endif float4 _AdditionalLightsPosition[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsColor[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsAttenuation[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsSpotDir[MAX_VISIBLE_LIGHTS]; half4 _AdditionalLightsOcclusionProbes[MAX_VISIBLE_LIGHTS]; +#ifndef SHADER_API_GLES3 +CBUFFER_END +#endif #endif #define UNITY_MATRIX_M unity_ObjectToWorld diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl index 1cc29343172..a15daf6ca83 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl @@ -473,7 +473,7 @@ half3 GlossyEnvironmentReflection(half3 reflectVector, half perceptualRoughness, #if !defined(UNITY_USE_NATIVE_HDR) half3 irradiance = DecodeHDREnvironment(encodedIrradiance, unity_SpecCube0_HDR); #else - half3 irradiance = encodedIrradiance.rbg; + half3 irradiance = encodedIrradiance.rgb; #endif return irradiance * occlusion; @@ -510,15 +510,12 @@ half3 SubtractDirectMainLightFromLightmap(Light mainLight, half3 normalWS, half3 return min(bakedGI, realtimeShadow); } -half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half occlusion, half3 normalWS, half3 viewDirectionWS) +// (ASG) Calculates the GI by treating GI as simply another light source we pass into the DirectBRDF. +// This gives us nice specular contribution from the baked lights! Very helpful in VR for making an object appear grounded. +half3 GlobalIllumination(BRDFData brdfData, half3 bakedGI, half3 bakedGIDirectionWS, half occlusion, half3 normalWS, half3 viewDirectionWS) { - half3 reflectVector = reflect(-viewDirectionWS, normalWS); - half fresnelTerm = Pow4(1.0 - saturate(dot(normalWS, viewDirectionWS))); - half3 indirectDiffuse = bakedGI * occlusion; - half3 indirectSpecular = GlossyEnvironmentReflection(reflectVector, brdfData.perceptualRoughness, occlusion); - - return EnvironmentBRDF(brdfData, indirectDiffuse, indirectSpecular, fresnelTerm); + return DirectBDRF(brdfData, normalWS, bakedGIDirectionWS, viewDirectionWS) * indirectDiffuse; } void MixRealtimeAndBakedGI(inout Light light, half3 normalWS, inout half3 bakedGI, half4 shadowMask) @@ -582,13 +579,28 @@ half3 VertexLighting(float3 positionWS, half3 normalWS) half4 UniversalFragmentPBR(InputData inputData, half3 albedo, half metallic, half3 specular, half smoothness, half occlusion, half3 emission, half alpha) { + // Decreases smoothness as the directionality of the light decreases. This approximates the specular highlight + // spreading and scattering, as the light becomes less directional. Without this, even shadowed areas look shiny. + // This is recommended by: https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/gdc2018-precomputedgiobalilluminationinfrostbite.pdf + // Although, here we do not apply the sqrt to the falloff. Instead we square it, which seems to produce a closer image to the blender groundtruth. + // The range remap makes sure that surfaces in perfectly direct light (directionality > .9) remain their true specular (directionality rarely reaches a perfect 1). + // See this Github discussion for more information: https://github.com/AStrangerGravity/Graphics/pull/2#discussion_r459731172 + + // Worth optimizing more if we become ALU bound. Just make sure to do a before/after. + // This smoothness falloff has been carefully tested to look good compared to the Blender render. + half physicalSmoothness = 1 - PerceptualSmoothnessToRoughness(smoothness); + half directionality_squared = dot(inputData.bakedGI_directionWS, inputData.bakedGI_directionWS); // The directionality is encoded as the length of the GI direction vector. + half adjustedSmoothness = physicalSmoothness * RangeRemap(0.0, .9 * .9, directionality_squared); + half perceptualAdjustedSmoothness = 1 - RoughnessToPerceptualRoughness(1 - adjustedSmoothness); + BRDFData brdfData; - InitializeBRDFData(albedo, metallic, specular, smoothness, alpha, brdfData); - + InitializeBRDFData(albedo, metallic, specular, perceptualAdjustedSmoothness, alpha, brdfData); + Light mainLight = GetMainLight(inputData.shadowCoord); MixRealtimeAndBakedGI(mainLight, inputData.normalWS, inputData.bakedGI, half4(0, 0, 0, 0)); - half3 color = GlobalIllumination(brdfData, inputData.bakedGI, occlusion, inputData.normalWS, inputData.viewDirectionWS); + half3 giDirectionWS = SafeNormalize(inputData.bakedGI_directionWS); + half3 color = GlobalIllumination(brdfData, inputData.bakedGI, giDirectionWS, occlusion, inputData.normalWS, inputData.viewDirectionWS); color += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS); #ifdef _ADDITIONAL_LIGHTS diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl index 312a7fcab1b..d2b61cb4b74 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/Particles.hlsl @@ -4,9 +4,8 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SurfaceInput.hlsl" - -TEXTURE2D(_CameraDepthTexture); SAMPLER(sampler_CameraDepthTexture); -TEXTURE2D(_CameraOpaqueTexture); SAMPLER(sampler_CameraOpaqueTexture); +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" +#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareOpaqueTexture.hlsl" // Pre-multiplied alpha helper #if defined(_ALPHAPREMULTIPLY_ON) @@ -53,7 +52,7 @@ float SoftParticles(float near, float far, float4 projection) float fade = 1; if (near > 0.0 || far > 0.0) { - float sceneZ = LinearEyeDepth(SAMPLE_DEPTH_TEXTURE(_CameraDepthTexture, sampler_CameraDepthTexture, projection.xy / projection.w), _ZBufferParams); + float sceneZ = LinearEyeDepth(SAMPLE_TEXTURE2D_X(_CameraDepthTexture, sampler_CameraDepthTexture, UnityStereoTransformScreenSpaceTex(projection.xy / projection.w)).r, _ZBufferParams); float thisZ = LinearEyeDepth(projection.z / projection.w, _ZBufferParams); fade = saturate (far * ((sceneZ - near) - thisZ)); } @@ -80,7 +79,8 @@ half3 AlphaModulate(half3 albedo, half alpha) half3 Distortion(float4 baseColor, float3 normal, half strength, half blend, float4 projection) { float2 screenUV = (projection.xy / projection.w) + normal.xy * strength * baseColor.a; - float4 Distortion = SAMPLE_TEXTURE2D(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV); + screenUV = UnityStereoTransformScreenSpaceTex(screenUV); + float4 Distortion = SAMPLE_TEXTURE2D_X(_CameraOpaqueTexture, sampler_CameraOpaqueTexture, screenUV); return lerp(Distortion.rgb, baseColor.rgb, saturate(baseColor.a - blend)); } diff --git a/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl b/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl index a983c41dcca..bb3f3704698 100644 --- a/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl +++ b/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl @@ -35,6 +35,10 @@ SAMPLER_CMP(sampler_MainLightShadowmapTexture); TEXTURE2D_SHADOW(_AdditionalLightsShadowmapTexture); SAMPLER_CMP(sampler_AdditionalLightsShadowmapTexture); +// GLES3 causes a performance regression in some devices when using CBUFFER. +#ifndef SHADER_API_GLES3 +CBUFFER_START(MainLightShadows) +#endif // Last cascade is initialized with a no-op matrix. It always transforms // shadow coord to half3(0, 0, NEAR_PLANE). We use this trick to avoid // branching since ComputeCascadeIndex can return cascade index = MAX_SHADOW_CASCADES @@ -50,19 +54,34 @@ half4 _MainLightShadowOffset2; half4 _MainLightShadowOffset3; half4 _MainLightShadowParams; // (x: shadowStrength, y: 1.0 if soft shadows, 0.0 otherwise) float4 _MainLightShadowmapSize; // (xy: 1/width and 1/height, zw: width and height) +#ifndef SHADER_API_GLES3 +CBUFFER_END +#endif #if USE_STRUCTURED_BUFFER_FOR_LIGHT_DATA StructuredBuffer _AdditionalShadowsBuffer; StructuredBuffer _AdditionalShadowsIndices; +half4 _AdditionalShadowOffset0; +half4 _AdditionalShadowOffset1; +half4 _AdditionalShadowOffset2; +half4 _AdditionalShadowOffset3; +float4 _AdditionalShadowmapSize; // (xy: 1/width and 1/height, zw: width and height) #else +// GLES3 causes a performance regression in some devices when using CBUFFER. +#ifndef SHADER_API_GLES3 +CBUFFER_START(AdditionalLightShadows) +#endif float4x4 _AdditionalLightsWorldToShadow[MAX_VISIBLE_LIGHTS]; half4 _AdditionalShadowParams[MAX_VISIBLE_LIGHTS]; -#endif half4 _AdditionalShadowOffset0; half4 _AdditionalShadowOffset1; half4 _AdditionalShadowOffset2; half4 _AdditionalShadowOffset3; float4 _AdditionalShadowmapSize; // (xy: 1/width and 1/height, zw: width and height) +#ifndef SHADER_API_GLES3 +CBUFFER_END +#endif +#endif float4 _ShadowBias; // x: depth bias, y: normal bias diff --git a/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl b/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl index 775a6cd253b..51f898f7e30 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/2D/Include/CombinedShapeLightShared.hlsl @@ -3,9 +3,11 @@ half _HDREmulationScale; half _UseSceneLighting; +half4 _RendererColor; half4 CombinedShapeLightShared(half4 color, half4 mask, half2 lightingUV) { + color = color * _RendererColor; // This is needed for sprite shape #if USE_SHAPE_LIGHT_TYPE_0 half4 shapeLight0 = SAMPLE_TEXTURE2D(_ShapeLightTexture0, sampler_ShapeLightTexture0, lightingUV); @@ -83,7 +85,6 @@ half4 CombinedShapeLightShared(half4 color, half4 mask, half2 lightingUV) finalOutput.a = color.a; finalOutput = finalOutput *_UseSceneLighting + (1 - _UseSceneLighting)*color; - return finalOutput; + return max(0, finalOutput); } #endif - diff --git a/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader b/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader index c058d962faf..bdfc6843425 100644 --- a/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader +++ b/com.unity.render-pipelines.universal/Shaders/2D/ShadowGroup2D.shader @@ -36,6 +36,7 @@ Shader "Hidden/ShadowGroup2D" float3 vertex : POSITION; float4 tangent: TANGENT; float2 uv : TEXCOORD0; + float4 extrusion : COLOR; }; struct Varyings @@ -49,7 +50,7 @@ Shader "Hidden/ShadowGroup2D" float4 _MainTex_ST; uniform float3 _LightPos; - uniform float _LightRadius; + uniform float _ShadowRadius; Varyings vert (Attributes v) { @@ -58,20 +59,37 @@ Shader "Hidden/ShadowGroup2D" float3 lightDir = _LightPos - vertexWS; lightDir.z = 0; + // Start of code to see if this point should be extruded float3 lightDirection = normalize(lightDir); - float3 endpoint = vertexWS + (_LightRadius * -lightDirection); + float3 endpoint = vertexWS + (_ShadowRadius * -lightDirection); float3 worldTangent = TransformObjectToWorldDir(v.tangent.xyz); - float sharedShadowTest = saturate(ceil(dot(lightDirection, worldTangent))); - float3 sharedShadowOffset = sharedShadowTest * _LightRadius * -lightDirection; + + // Start of code to calculate offset + float3 vertexWS0 = TransformObjectToWorld(float3(v.extrusion.xy, 0)); + float3 vertexWS1 = TransformObjectToWorld(float3(v.extrusion.zw, 0)); + float3 shadowDir0 = vertexWS0 - _LightPos; + shadowDir0.z = 0; + shadowDir0 = normalize(shadowDir0); + + float3 shadowDir1 = vertexWS1 -_LightPos; + shadowDir1.z = 0; + shadowDir1 = normalize(shadowDir1); + + float3 shadowDir = normalize(shadowDir0 + shadowDir1); + + + float3 sharedShadowOffset = sharedShadowTest * _ShadowRadius * shadowDir; float3 position; position = vertexWS + sharedShadowOffset; o.vertex = TransformWorldToHClip(position); + + // RGB - R is shadow value (to support soft shadows), G is Self Shadow Mask, B is No Shadow Mask o.color = 1; // v.color; o.color.g = 0.5; diff --git a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader index baa2590da5a..0a88627a621 100644 --- a/com.unity.render-pipelines.universal/Shaders/BakedLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/BakedLit.shader @@ -70,10 +70,9 @@ Shader "Universal Render Pipeline/Baked Lit" { float3 uv0AndFogCoord : TEXCOORD0; // xy: uv0, z: fogCoord DECLARE_LIGHTMAP_OR_SH(lightmapUV, vertexSH, 1); - half3 normal : TEXCOORD2; + half3 normalWS : TEXCOORD2; #if defined(_NORMALMAP) - half3 tangent : TEXCOORD3; - half3 bitangent : TEXCOORD4; + half4 tangentWS : TEXCOORD3; #endif float4 vertex : SV_POSITION; @@ -94,14 +93,17 @@ Shader "Universal Render Pipeline/Baked Lit" output.uv0AndFogCoord.xy = TRANSFORM_TEX(input.uv, _BaseMap); output.uv0AndFogCoord.z = ComputeFogFactor(vertexInput.positionCS.z); + // normalWS and tangentWS already normalize. + // this is required to avoid skewing the direction during interpolation + // also required for per-vertex SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); - output.normal = normalInput.normalWS; + output.normalWS = normalInput.normalWS; #if defined(_NORMALMAP) - output.tangent = normalInput.tangentWS; - output.bitangent = normalInput.bitangentWS; + real sign = input.tangentOS.w * GetOddNegativeScale(); + output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); - OUTPUT_SH(output.normal, output.vertexSH); + OUTPUT_SH(output.normalWS, output.vertexSH); return output; } @@ -123,9 +125,11 @@ Shader "Universal Render Pipeline/Baked Lit" #if defined(_NORMALMAP) half3 normalTS = SampleNormal(uv, TEXTURE2D_ARGS(_BumpMap, sampler_BumpMap)).xyz; - half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangent, input.bitangent, input.normal)); + float sgn = input.tangentWS.w; // should be either +1 or -1 + float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); + half3 normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent, input.normalWS)); #else - half3 normalWS = input.normal; + half3 normalWS = input.normalWS; #endif normalWS = NormalizeNormalPerPixel(normalWS); color *= SAMPLE_GI(input.lightmapUV, input.vertexSH, normalWS); diff --git a/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl b/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl index 7ba80dfea25..c275314c113 100644 --- a/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/BakedLitMetaPass.hlsl @@ -46,7 +46,7 @@ Varyings LightweightVertexMeta(Attributes input) half4 LightweightFragmentMetaBakedLit(Varyings input) : SV_Target { - return LightweightFragmentMetaBakedLit(input); + return UniversalFragmentMetaBakedLit(input); } #endif diff --git a/com.unity.render-pipelines.universal/Shaders/Lit.shader b/com.unity.render-pipelines.universal/Shaders/Lit.shader index 3acec55288e..050e061fa06 100644 --- a/com.unity.render-pipelines.universal/Shaders/Lit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Lit.shader @@ -5,8 +5,8 @@ Shader "Universal Render Pipeline/Lit" // Specular vs Metallic workflow [HideInInspector] _WorkflowMode("WorkflowMode", Float) = 1.0 - [MainColor] _BaseColor("Color", Color) = (0.5,0.5,0.5,1) [MainTexture] _BaseMap("Albedo", 2D) = "white" {} + [MainColor] _BaseColor("Color", Color) = (1,1,1,1) _Cutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5 @@ -14,7 +14,7 @@ Shader "Universal Render Pipeline/Lit" _GlossMapScale("Smoothness Scale", Range(0.0, 1.0)) = 1.0 _SmoothnessTextureChannel("Smoothness texture channel", Float) = 0 - [Gamma] _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 + _Metallic("Metallic", Range(0.0, 1.0)) = 0.0 _MetallicGlossMap("Metallic", 2D) = "white" {} _SpecColor("Specular", Color) = (0.2, 0.2, 0.2) @@ -47,7 +47,7 @@ Shader "Universal Render Pipeline/Lit" // ObsoleteProperties [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} - [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1) + [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1) [HideInInspector] _GlossMapScale("Smoothness", Float) = 0.0 [HideInInspector] _Glossiness("Smoothness", Float) = 0.0 [HideInInspector] _GlossyReflections("EnvironmentReflections", Float) = 0.0 @@ -96,6 +96,11 @@ Shader "Universal Render Pipeline/Lit" #pragma shader_feature _SPECULAR_SETUP #pragma shader_feature _RECEIVE_SHADOWS_OFF + // (ASG) + #pragma multi_compile _ _COLOR_TRANSFORM_IN_FORWARD + // If HDR_GRADING is on, then the tonemap algorithm is encoded in the HDR LUT + #pragma multi_compile _ _HDR_GRADING _TONEMAP_ACES _TONEMAP_NEUTRAL + // ------------------------------------- // Universal Pipeline keywords #pragma multi_compile _ _MAIN_LIGHT_SHADOWS diff --git a/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl b/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl index 66ad8220999..cfd82f9107f 100644 --- a/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/LitForwardPass.hlsl @@ -1,8 +1,13 @@ #ifndef UNIVERSAL_FORWARD_LIT_PASS_INCLUDED #define UNIVERSAL_FORWARD_LIT_PASS_INCLUDED +#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl" +// (ASG) Include a few post processing functions from a file. But only the functions. +#define UNIVERSAL_POSTPROCESSING_COMMON_ONLY_INCLUDE_UTILS +#include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" + struct Attributes { float4 positionOS : POSITION; @@ -22,14 +27,11 @@ struct Varyings float3 positionWS : TEXCOORD2; #endif -#ifdef _NORMALMAP - float4 normalWS : TEXCOORD3; // xyz: normal, w: viewDir.x - float4 tangentWS : TEXCOORD4; // xyz: tangent, w: viewDir.y - float4 bitangentWS : TEXCOORD5; // xyz: bitangent, w: viewDir.z -#else float3 normalWS : TEXCOORD3; - float3 viewDirWS : TEXCOORD4; +#ifdef _NORMALMAP + float4 tangentWS : TEXCOORD4; // xyz: tangent, w: sign #endif + float3 viewDirWS : TEXCOORD5; half4 fogFactorAndVertexLight : TEXCOORD6; // x: fogFactor, yzw: vertex light @@ -50,17 +52,16 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.positionWS = input.positionWS; #endif -#ifdef _NORMALMAP - half3 viewDirWS = half3(input.normalWS.w, input.tangentWS.w, input.bitangentWS.w); - inputData.normalWS = TransformTangentToWorld(normalTS, - half3x3(input.tangentWS.xyz, input.bitangentWS.xyz, input.normalWS.xyz)); + half3 viewDirWS = SafeNormalize(input.viewDirWS); +#ifdef _NORMALMAP + float sgn = input.tangentWS.w; // should be either +1 or -1 + float3 bitangent = sgn * cross(input.normalWS.xyz, input.tangentWS.xyz); + inputData.normalWS = TransformTangentToWorld(normalTS, half3x3(input.tangentWS.xyz, bitangent.xyz, input.normalWS.xyz)); #else - half3 viewDirWS = input.viewDirWS; inputData.normalWS = input.normalWS; #endif inputData.normalWS = NormalizeNormalPerPixel(inputData.normalWS); - viewDirWS = SafeNormalize(viewDirWS); inputData.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) @@ -73,7 +74,26 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; + inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); + + // Get the direction of the lightmap lighting (scale is equal to the 'directionality') + #ifdef LIGHTMAP_ON + + half2 uv = input.lightmapUV; + + // TODO(fixforship): This adds an *additional* unnecessary texture fetch to the shader. We're already sampling + // the directional lightmap in the SAMPLE_GI function, so we should sample it first, and feed it + // in, instead. + real4 direction_raw = SAMPLE_TEXTURE2D(unity_LightmapInd, samplerunity_Lightmap, uv); + half3 direction = (direction_raw.xyz - 0.5) * 2; // convert from [0,1] to [-1,1] + inputData.bakedGI_directionWS = direction; + + #else // LIGHTMAP_ON + + inputData.bakedGI_directionWS = half3(0,0,0); + + #endif } /////////////////////////////////////////////////////////////////////////////// @@ -90,20 +110,23 @@ Varyings LitPassVertex(Attributes input) UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz); + + // normalWS and tangentWS already normalize. + // this is required to avoid skewing the direction during interpolation + // also required for per-vertex lighting and SH evaluation VertexNormalInputs normalInput = GetVertexNormalInputs(input.normalOS, input.tangentOS); - half3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; + float3 viewDirWS = GetCameraPositionWS() - vertexInput.positionWS; half3 vertexLight = VertexLighting(vertexInput.positionWS, normalInput.normalWS); half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); output.uv = TRANSFORM_TEX(input.texcoord, _BaseMap); -#ifdef _NORMALMAP - output.normalWS = half4(normalInput.normalWS, viewDirWS.x); - output.tangentWS = half4(normalInput.tangentWS, viewDirWS.y); - output.bitangentWS = half4(normalInput.bitangentWS, viewDirWS.z); -#else - output.normalWS = NormalizeNormalPerVertex(normalInput.normalWS); + // already normalized from normal transform to WS. + output.normalWS = normalInput.normalWS; output.viewDirWS = viewDirWS; +#ifdef _NORMALMAP + real sign = input.tangentOS.w * GetOddNegativeScale(); + output.tangentWS = half4(normalInput.tangentWS.xyz, sign); #endif OUTPUT_LIGHTMAP_UV(input.lightmapUV, unity_LightmapST, output.lightmapUV); @@ -137,10 +160,23 @@ half4 LitPassFragment(Varyings input) : SV_Target InitializeInputData(input, surfaceData.normalTS, inputData); half4 color = UniversalFragmentPBR(inputData, surfaceData.albedo, surfaceData.metallic, surfaceData.specular, surfaceData.smoothness, surfaceData.occlusion, surfaceData.emission, surfaceData.alpha); - + color.rgb = MixFog(color.rgb, inputData.fogCoord); + + // (ASG) Add tonemapping and color grading in forward pass. + // This uses the same color grading function as the post processing shader. +#ifdef _COLOR_TRANSFORM_IN_FORWARD + color.rgb = ApplyColorGrading(color.rgb, _Lut_Params.w, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), _Lut_Params.xyz, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), _UserLut_Params.xyz, _UserLut_Params.w); +#endif + color.a = OutputAlpha(color.a); + // Return linear color. Conversion to sRGB happens automatically through the sRGB target texture format. + // If the target does not have sRGB format, sRGB conversion happens during the final blit pass, or post process. + + // (ASG) Note: sRGB conversion is better to be done automatically hardware, so that filtering / msaa + // averaging is done properly in linear space, rather than in sRGB space. + return color; } diff --git a/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl b/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl index 864c86af5d8..0b22933faa9 100644 --- a/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/LitInput.hlsl @@ -17,6 +17,18 @@ half _BumpScale; half _OcclusionStrength; CBUFFER_END +// (ASG) Used when tonemapping and color grading is done in the forward pass. +#ifdef _COLOR_TRANSFORM_IN_FORWARD + +float4 _Lut_Params; +float4 _UserLut_Params; +TEXTURE2D(_UserLut); +TEXTURE2D(_InternalLut); +SAMPLER(sampler_LinearClamp); +float _TestParam; + +#endif + TEXTURE2D(_OcclusionMap); SAMPLER(sampler_OcclusionMap); TEXTURE2D(_MetallicGlossMap); SAMPLER(sampler_MetallicGlossMap); TEXTURE2D(_SpecGlossMap); SAMPLER(sampler_SpecGlossMap); diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl index d0a554c8b2c..49e4e282665 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7BillboardPasses.hlsl @@ -13,7 +13,7 @@ void InitializeData(inout SpeedTreeVertexInput input, out half2 outUV, out half float3 eyeVec = normalize(unity_BillboardCameraPosition - worldPos); float3 billboardTangent = normalize(float3(-eyeVec.z, 0, eyeVec.x)); // cross(eyeVec, {0,1,0}) float3 billboardNormal = float3(billboardTangent.z, 0, -billboardTangent.x); // cross({0,1,0},billboardTangent) - float3 angle = atan2(billboardNormal.z, billboardNormal.x); // signed angle between billboardNormal to {0,0,1} + float angle = atan2(billboardNormal.z, billboardNormal.x); // signed angle between billboardNormal to {0,0,1} angle += angle < 0 ? 2 * SPEEDTREE_PI : 0; #else float3 billboardTangent = unity_BillboardTangent; @@ -31,7 +31,9 @@ void InitializeData(inout SpeedTreeVertexInput input, out half2 outUV, out half #ifdef ENABLE_WIND if (_WindQuality * _WindEnabled > 0) + { billboardPos = GlobalWind(billboardPos, worldPos, true, _ST_WindVector.xyz, input.texcoord1.w); + } #endif input.vertex.xyz += billboardPos; @@ -99,9 +101,9 @@ SpeedTreeVertexOutput SpeedTree7Vert(SpeedTreeVertexInput input) output.clipPos = vertexInput.positionCS; -#ifdef _MAIN_LIGHT_SHADOWS - output.shadowCoord = GetShadowCoord(vertexInput); -#endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + output.shadowCoord = GetShadowCoord(vertexInput); + #endif return output; } diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl index 2dabe8c8045..50d17bceaa0 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7CommonPasses.hlsl @@ -40,7 +40,7 @@ struct SpeedTreeVertexOutput half3 viewDirWS : TEXCOORD4; #endif - #ifdef _MAIN_LIGHT_SHADOWS + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif @@ -86,6 +86,7 @@ void InitializeInputData(SpeedTreeVertexOutput input, half3 normalTS, out InputD inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = half3(0, 0, 0); // No GI currently. + inputData.bakedGI_directionWS = half3(0,0,0); } half4 SpeedTree7Frag(SpeedTreeVertexOutput input) : SV_Target diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl index 6223222d4e5..1f22e5fba7d 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree7Passes.hlsl @@ -87,9 +87,9 @@ void InitializeData(inout SpeedTreeVertexInput input, float lodValue) } #endif + // global wind if (windQuality > WIND_QUALITY_NONE) { - // global wind finalPosition = GlobalWind(finalPosition, treePos, true, rotatedWindVector, _ST_WindGlobal.x); } #endif diff --git a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl index 9c17d4b183e..9c692422c37 100644 --- a/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Nature/SpeedTree8Passes.hlsl @@ -33,7 +33,7 @@ struct SpeedTreeVertexOutput half3 viewDirWS : TEXCOORD4; #endif - #ifdef _MAIN_LIGHT_SHADOWS + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif @@ -146,6 +146,7 @@ void InitializeData(inout SpeedTreeVertexInput input, float lodValue) #if defined(EFFECT_BILLBOARD) && defined(UNITY_INSTANCING_ENABLED) globalWindTime += UNITY_ACCESS_INSTANCED_PROP(STWind, _GlobalWindTime); #endif + windyPosition = GlobalWind(windyPosition, treePos, true, rotatedWindVector, globalWindTime); input.vertex.xyz = windyPosition; } @@ -230,11 +231,12 @@ SpeedTreeVertexOutput SpeedTree8Vert(SpeedTreeVertexInput input) output.viewDirWS = viewDirWS; #endif - #ifdef _MAIN_LIGHT_SHADOWS + output.positionWS = vertexInput.positionWS; + + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) output.shadowCoord = GetShadowCoord(vertexInput); #endif - output.positionWS = vertexInput.positionWS; output.clipPos = vertexInput.positionCS; return output; @@ -282,15 +284,18 @@ void InitializeInputData(SpeedTreeFragmentInput input, half3 normalTS, out Input inputData.viewDirectionWS = SafeNormalize(inputData.viewDirectionWS); #endif -#ifdef _MAIN_LIGHT_SHADOWS - inputData.shadowCoord = input.interpolated.shadowCoord; -#else - inputData.shadowCoord = float4(0, 0, 0, 0); -#endif + #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) + inputData.shadowCoord = input.interpolated.shadowCoord; + #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); + #else + inputData.shadowCoord = float4(0, 0, 0, 0); + #endif inputData.fogCoord = input.interpolated.fogFactorAndVertexLight.x; inputData.vertexLighting = input.interpolated.fogFactorAndVertexLight.yzw; inputData.bakedGI = half3(0, 0, 0); // No GI currently. + inputData.bakedGI_directionWS = half3(0,0,0); } half4 SpeedTree8Frag(SpeedTreeFragmentInput input) : SV_Target diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader b/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader index 4c2b83a0850..a8eb9e1f531 100644 --- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader +++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader @@ -11,6 +11,7 @@ Shader "Hidden/Universal Render Pipeline/BokehDepthOfField" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Color.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" // Do not change this without changing PostProcessPass.PrepareBokehKernel() #define SAMPLE_COUNT 42 @@ -23,8 +24,6 @@ Shader "Hidden/Universal Render Pipeline/BokehDepthOfField" TEXTURE2D_X(_DofTexture); TEXTURE2D_X(_FullCoCTexture); - TEXTURE2D_X_FLOAT(_CameraDepthTexture); - float4 _MainTex_TexelSize; float4 _DofTexture_TexelSize; float4 _CoCParams; @@ -39,8 +38,23 @@ Shader "Hidden/Universal Render Pipeline/BokehDepthOfField" { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + uint w; + uint h; +#if defined(SHADER_API_GLCORE) + // GetDimensions will use textureQueryLevels in OpenGL and that's not + // supported in OpenGL 4.1 or below. In that case we use _MainTex_TexelSize + // which is fine as we don't support dynamic scaling in OpenGL. + w = _MainTex_TexelSize.z; + h = _MainTex_TexelSize.w; +#elif defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) + uint x; + _CameraDepthTexture.GetDimensions(w, h, x); +#else + _CameraDepthTexture.GetDimensions(w, h); +#endif + float2 uv = UnityStereoTransformScreenSpaceTex(input.uv); - float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _MainTex_TexelSize.zw * uv).x; + float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, float2(w, h) * uv).x; float linearEyeDepth = LinearEyeDepth(depth, _ZBufferParams); half coc = (1.0 - FocusDist / linearEyeDepth) * MaxCoC; @@ -293,11 +307,11 @@ Shader "Hidden/Universal Render Pipeline/BokehDepthOfField" ENDHLSL } } - + // SM3.5 fallbacks - needed because of the use of Gather SubShader { - Tags { "RenderPipeline" = "LightweightPipeline" } + Tags { "RenderPipeline" = "UniversalPipeline" } LOD 100 ZTest Always ZWrite Off Cull Off diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/CameraMotionBlur.shader b/com.unity.render-pipelines.universal/Shaders/PostProcessing/CameraMotionBlur.shader index 1b028163d42..b8ab79cfda9 100644 --- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/CameraMotionBlur.shader +++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/CameraMotionBlur.shader @@ -11,9 +11,9 @@ Shader "Hidden/Universal Render Pipeline/CameraMotionBlur" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Random.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" TEXTURE2D_X(_MainTex); - TEXTURE2D_X_FLOAT(_CameraDepthTexture); float4x4 _ViewProjM; float4x4 _PrevViewProjM; diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl b/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl index d731fa3a56c..197ef934f24 100644 --- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl @@ -6,6 +6,10 @@ // ---------------------------------------------------------------------------------- // Common shader data used in most post-processing passes +// (ASG) Allow including this file, with only the functions. +// Note that due to the line 1 pragma, you can only include this file once as utils or with attributes. +#ifndef UNIVERSAL_POSTPROCESSING_COMMON_ONLY_INCLUDE_UTILS + struct Attributes { float4 positionOS : POSITION; @@ -59,6 +63,8 @@ SAMPLER(sampler_LinearRepeat); SAMPLER(sampler_PointClamp); SAMPLER(sampler_PointRepeat); +#endif // UNIVERSAL_POSTPROCESSING_COMMON_ONLY_INCLUDE_UTILS + // ---------------------------------------------------------------------------------- // Utility functions diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/GaussianDepthOfField.shader b/com.unity.render-pipelines.universal/Shaders/PostProcessing/GaussianDepthOfField.shader index 6ec33f46dc5..e2386b23e2b 100644 --- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/GaussianDepthOfField.shader +++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/GaussianDepthOfField.shader @@ -14,14 +14,13 @@ Shader "Hidden/Universal Render Pipeline/GaussianDepthOfField" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Filtering.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/Shaders/PostProcessing/Common.hlsl" + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" TEXTURE2D_X(_MainTex); TEXTURE2D_X(_ColorTexture); TEXTURE2D_X(_FullCoCTexture); TEXTURE2D_X(_HalfCoCTexture); - TEXTURE2D_X_FLOAT(_CameraDepthTexture); - float4 _MainTex_TexelSize; float4 _ColorTexture_TexelSize; @@ -73,7 +72,7 @@ Shader "Hidden/Universal Render Pipeline/GaussianDepthOfField" { UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); float2 uv = UnityStereoTransformScreenSpaceTex(input.uv); - + float depth = LOAD_TEXTURE2D_X(_CameraDepthTexture, _MainTex_TexelSize.zw * uv).x; depth = LinearEyeDepth(depth, _ZBufferParams); half coc = (depth - FarStart) / (FarEnd - FarStart); diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl b/com.unity.render-pipelines.universal/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl index 8be04673ca4..6cae25b95e8 100644 --- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/SubpixelMorphologicalAntialiasing.hlsl @@ -586,7 +586,7 @@ #define mad(a, b, c) fma(a, b, c) #define SMAAGather(tex, coord) textureGather(tex, coord) #else -#define mad(a, b, c) (a * b + c) +#define mad(a, b, c) ((a) * (b) + (c)) #endif #define float2 vec2 #define float3 vec3 diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader b/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader index 9c0ff79efc5..1fcbd8396b4 100644 --- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader +++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/UberPost.shader @@ -1,7 +1,10 @@ Shader "Hidden/Universal Render Pipeline/UberPost" { HLSLINCLUDE - + + // (ASG) + #pragma multi_compile _ _COLOR_TRANSFORM_IN_FORWARD + #pragma multi_compile_local _ _DISTORTION #pragma multi_compile_local _ _CHROMATIC_ABERRATION #pragma multi_compile_local _ _BLOOM_LQ _BLOOM_HQ _BLOOM_LQ_DIRT _BLOOM_HQ_DIRT @@ -190,10 +193,13 @@ Shader "Hidden/Universal Render Pipeline/UberPost" color = ApplyVignette(color, uvDistorted, VignetteCenter, VignetteIntensity, VignetteRoundness, VignetteSmoothness, VignetteColor); } - // Color grading is always enabled when post-processing/uber is active + // (ASG) Don't apply tonemapping/color grading if we've already applied it in the forward pass. + #if !_COLOR_TRANSFORM_IN_FORWARD { + // (ASG) Color grading does not have a specific keyword toggle. It's always on, unless it's been moved to the forward pass. color = ApplyColorGrading(color, PostExposure, TEXTURE2D_ARGS(_InternalLut, sampler_LinearClamp), LutParams, TEXTURE2D_ARGS(_UserLut, sampler_LinearClamp), UserLutParams, UserLutContribution); } + #endif #if _FILM_GRAIN { diff --git a/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader b/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader index 2db6c766cdb..7b1a8f095a5 100644 --- a/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader +++ b/com.unity.render-pipelines.universal/Shaders/SimpleLit.shader @@ -4,8 +4,8 @@ Shader "Universal Render Pipeline/Simple Lit" // Keep properties of StandardSpecular shader for upgrade reasons. Properties { - [MainTexture] _BaseColor("Base Color", Color) = (0.5, 0.5, 0.5, 1) - [MainColor] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {} + [MainTexture] _BaseMap("Base Map (RGB) Smoothness / Alpha (A)", 2D) = "white" {} + [MainColor] _BaseColor("Base Color", Color) = (1, 1, 1, 1) _Cutoff("Alpha Clipping", Range(0.0, 1.0)) = 0.5 @@ -37,7 +37,7 @@ Shader "Universal Render Pipeline/Simple Lit" // ObsoleteProperties [HideInInspector] _MainTex("BaseMap", 2D) = "white" {} - [HideInInspector] _Color("Base Color", Color) = (0.5, 0.5, 0.5, 1) + [HideInInspector] _Color("Base Color", Color) = (1, 1, 1, 1) [HideInInspector] _Shininess("Smoothness", Float) = 0.0 [HideInInspector] _GlossinessSource("GlossinessSource", Float) = 0.0 [HideInInspector] _SpecSource("SpecularHighlights", Float) = 0.0 diff --git a/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl b/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl index ee475243c6a..48251486427 100644 --- a/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/SimpleLitForwardPass.hlsl @@ -69,6 +69,7 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); + inputData.bakedGI_directionWS = half3(0,0,0); } /////////////////////////////////////////////////////////////////////////////// diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl index be7341183a7..fe624fede87 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/TerrainLitPasses.hlsl @@ -96,7 +96,7 @@ void InitializeInputData(Varyings IN, half3 normalTS, out InputData input) input.viewDirectionWS = viewDirWS; #if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) - input.shadowCoord = input.shadowCoord; + input.shadowCoord = IN.shadowCoord; #elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) input.shadowCoord = TransformWorldToShadowCoord(input.positionWS); #else @@ -164,7 +164,7 @@ void SplatmapMix(float4 uvMainAndLM, float4 uvSplat01, float4 uvSplat23, inout h // avoid risk of NaN when normalizing. #if HAS_HALF - nrm.z += 0.01h; + nrm.z += 0.01h; #else nrm.z += 1e-5f; #endif @@ -386,18 +386,19 @@ struct AttributesLean { float4 position : POSITION; float3 normalOS : NORMAL; - UNITY_VERTEX_INPUT_INSTANCE_ID #ifdef _ALPHATEST_ON float2 texcoord : TEXCOORD0; #endif + UNITY_VERTEX_INPUT_INSTANCE_ID }; struct VaryingsLean { float4 clipPos : SV_POSITION; -#ifdef _ALPHATEST_ON +#ifdef _ALPHATEST_ON float2 texcoord : TEXCOORD0; #endif + UNITY_VERTEX_OUTPUT_STEREO }; VaryingsLean ShadowPassVertex(AttributesLean v) @@ -418,11 +419,11 @@ VaryingsLean ShadowPassVertex(AttributesLean v) #endif o.clipPos = clipPos; - -#ifdef _ALPHATEST_ON + +#ifdef _ALPHATEST_ON o.texcoord = v.texcoord; -#endif - +#endif + return o; } @@ -430,7 +431,7 @@ half4 ShadowPassFragment(VaryingsLean IN) : SV_TARGET { #ifdef _ALPHATEST_ON ClipHoles(IN.texcoord); -#endif +#endif return 0; } @@ -440,11 +441,12 @@ VaryingsLean DepthOnlyVertex(AttributesLean v) { VaryingsLean o = (VaryingsLean)0; UNITY_SETUP_INSTANCE_ID(v); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o); TerrainInstancing(v.position, v.normalOS); o.clipPos = TransformObjectToHClip(v.position.xyz); -#ifdef _ALPHATEST_ON +#ifdef _ALPHATEST_ON o.texcoord = v.texcoord; -#endif +#endif return o; } diff --git a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl index bdbe53a1a63..23f29d40620 100644 --- a/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Terrain/WavingGrassPasses.hlsl @@ -26,7 +26,7 @@ struct GrassVertexOutput half4 fogFactorAndVertexLight : TEXCOORD5; // x: fogFactor, yzw: vertex light -#ifdef _MAIN_LIGHT_SHADOWS +#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) float4 shadowCoord : TEXCOORD6; #endif half4 color : TEXCOORD7; @@ -46,16 +46,20 @@ void InitializeInputData(GrassVertexOutput input, out InputData inputData) #endif inputData.normalWS = NormalizeNormalPerPixel(input.normal); - inputData.viewDirectionWS = viewDirWS; -#ifdef _MAIN_LIGHT_SHADOWS + +#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) inputData.shadowCoord = input.shadowCoord; +#elif defined(MAIN_LIGHT_CALCULATE_SHADOWS) + inputData.shadowCoord = TransformWorldToShadowCoord(inputData.positionWS); #else inputData.shadowCoord = float4(0, 0, 0, 0); #endif + inputData.fogCoord = input.fogFactorAndVertexLight.x; inputData.vertexLighting = input.fogFactorAndVertexLight.yzw; inputData.bakedGI = SAMPLE_GI(input.lightmapUV, input.vertexSH, inputData.normalWS); + inputData.bakedGI_directionWS = half3(0,0,0); } void InitializeVertData(GrassVertexInput input, inout GrassVertexOutput vertData) @@ -86,7 +90,7 @@ void InitializeVertData(GrassVertexInput input, inout GrassVertexOutput vertData half fogFactor = ComputeFogFactor(vertexInput.positionCS.z); vertData.fogFactorAndVertexLight = half4(fogFactor, vertexLight); -#ifdef _MAIN_LIGHT_SHADOWS +#if defined(REQUIRES_VERTEX_SHADOW_COORD_INTERPOLATOR) vertData.shadowCoord = GetShadowCoord(vertexInput); #endif } diff --git a/com.unity.render-pipelines.universal/Shaders/Utils/Blit.shader b/com.unity.render-pipelines.universal/Shaders/Utils/Blit.shader index edd1fd7c050..8426262a9f3 100644 --- a/com.unity.render-pipelines.universal/Shaders/Utils/Blit.shader +++ b/com.unity.render-pipelines.universal/Shaders/Utils/Blit.shader @@ -30,20 +30,25 @@ Shader "Hidden/Universal Render Pipeline/Blit" { float4 positionOS : POSITION; float2 uv : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID }; struct Varyings { half4 positionCS : SV_POSITION; half2 uv : TEXCOORD0; + UNITY_VERTEX_OUTPUT_STEREO }; - TEXTURE2D(_BlitTex); + TEXTURE2D_X(_BlitTex); SAMPLER(sampler_BlitTex); Varyings Vertex(Attributes input) { Varyings output; + UNITY_SETUP_INSTANCE_ID(input); + UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); + output.positionCS = TransformObjectToHClip(input.positionOS.xyz); output.uv = UnityStereoTransformScreenSpaceTex(input.uv); return output; @@ -51,7 +56,8 @@ Shader "Hidden/Universal Render Pipeline/Blit" half4 Fragment(Varyings input) : SV_Target { - half4 col = SAMPLE_TEXTURE2D(_BlitTex, sampler_BlitTex, input.uv); + UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(input); + half4 col = SAMPLE_TEXTURE2D_X(_BlitTex, sampler_BlitTex, input.uv); #ifdef _LINEAR_TO_SRGB_CONVERSION col = LinearToSRGB(col); #endif diff --git a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader index e0690b8f64d..ba2db98a732 100644 --- a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader +++ b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepth.shader @@ -8,6 +8,7 @@ Shader "Hidden/Universal Render Pipeline/CopyDepth" { Name "CopyDepth" ZTest Always ZWrite On ColorMask 0 + Cull Off HLSLPROGRAM // Required to compile gles 2.0 with standard srp library @@ -16,7 +17,7 @@ Shader "Hidden/Universal Render Pipeline/CopyDepth" #pragma vertex vert #pragma fragment frag - #pragma multi_compile _DEPTH_NO_MSAA _DEPTH_MSAA_2 _DEPTH_MSAA_4 + #pragma multi_compile _ _DEPTH_MSAA_2 _DEPTH_MSAA_4 _DEPTH_MSAA_8 #include "Packages/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl" diff --git a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl index 960d652a065..2881a2a9346 100644 --- a/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl +++ b/com.unity.render-pipelines.universal/Shaders/Utils/CopyDepthPass.hlsl @@ -3,9 +3,21 @@ #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" +#if defined(_DEPTH_MSAA_2) + #define MSAA_SAMPLES 2 +#elif defined(_DEPTH_MSAA_4) + #define MSAA_SAMPLES 4 +#elif defined(_DEPTH_MSAA_8) + #define MSAA_SAMPLES 8 +#else + #define MSAA_SAMPLES 1 +#endif + +half4 _ScaleBiasRT; + struct Attributes { - float4 positionOS : POSITION; + float4 positionHCS : POSITION; float2 uv : TEXCOORD0; UNITY_VERTEX_INPUT_INSTANCE_ID }; @@ -25,7 +37,23 @@ Varyings vert(Attributes input) UNITY_TRANSFER_INSTANCE_ID(input, output); UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output); output.uv = UnityStereoTransformScreenSpaceTex(input.uv); - output.positionCS = TransformObjectToHClip(input.positionOS.xyz); + + // Note: CopyDepth pass is setup with a mesh already in CS + // Therefore, we can just output vertex position + + // We need to handle y-flip in a way that all existing shaders using _ProjectionParams.x work. + // Otherwise we get flipping issues like this one (case https://issuetracker.unity3d.com/issues/lwrp-depth-texture-flipy) + + // Unity flips projection matrix in non-OpenGL platforms and when rendering to a render texture. + // If URP is rendering to RT: + // - Source Depth is upside down. We need to copy depth by using a shader that has flipped matrix as well so we have same orientaiton for source and copy depth. + // - This also guarantess to be standard across if we are using a depth prepass. + // - When shaders (including shader graph) render objects that sample depth they adjust uv sign with _ProjectionParams.x. (https://docs.unity3d.com/Manual/SL-PlatformDifferences.html) + // - All good. + // If URP is NOT rendering to RT neither rendering with OpenGL: + // - Source Depth is NOT fliped. We CANNOT flip when copying depth and don't flip when sampling. (ProjectionParams.x == 1) + output.positionCS = float4(input.positionHCS.xyz, 1.0); + output.positionCS.y *= _ScaleBiasRT.x; return output; } @@ -41,13 +69,7 @@ Varyings vert(Attributes input) #define SAMPLE(uv) SAMPLE_DEPTH_TEXTURE(_CameraDepthAttachment, sampler_CameraDepthAttachment, uv) #endif -#ifdef _DEPTH_MSAA_2 - #define MSAA_SAMPLES 2 -#elif _DEPTH_MSAA_4 - #define MSAA_SAMPLES 4 -#endif - -#ifdef _DEPTH_NO_MSAA +#if MSAA_SAMPLES == 1 DEPTH_TEXTURE(_CameraDepthAttachment); SAMPLER(sampler_CameraDepthAttachment); #else @@ -65,7 +87,7 @@ Varyings vert(Attributes input) float SampleDepth(float2 uv) { -#ifdef _DEPTH_NO_MSAA +#if MSAA_SAMPLES == 1 return SAMPLE(uv); #else int2 coord = int2(uv * _CameraDepthAttachment_TexelSize.zw); diff --git a/com.unity.render-pipelines.universal/Shaders/Utils/ScreenSpaceShadows.shader b/com.unity.render-pipelines.universal/Shaders/Utils/ScreenSpaceShadows.shader index 7dcf5138676..d8d342f2eef 100644 --- a/com.unity.render-pipelines.universal/Shaders/Utils/ScreenSpaceShadows.shader +++ b/com.unity.render-pipelines.universal/Shaders/Utils/ScreenSpaceShadows.shader @@ -18,13 +18,7 @@ Shader "Hidden/Universal Render Pipeline/ScreenSpaceShadows" #include "Packages/com.unity.render-pipelines.core/ShaderLibrary/ImageBasedLighting.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl" #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Shadows.hlsl" - -#if defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) - TEXTURE2D_ARRAY_FLOAT(_CameraDepthTexture); -#else - TEXTURE2D_FLOAT(_CameraDepthTexture); -#endif - SAMPLER(sampler_CameraDepthTexture); + #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/DeclareDepthTexture.hlsl" struct Attributes { diff --git a/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs b/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs index 2cf285a6a13..c3bf0323f8b 100644 --- a/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs +++ b/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs @@ -53,15 +53,39 @@ public void CreateForwardRendererAssetWithoutErrors() } } - // Validate that resources Guids are valid + // Validate that resource Guids are valid [Test] public void ValidateBuiltinResourceFiles() { string templatePath = AssetDatabase.GUIDToAssetPath(ResourceGuid.rendererTemplate); Assert.IsFalse(string.IsNullOrEmpty(templatePath)); + + string editorResourcesPath = AssetDatabase.GUIDToAssetPath(UniversalRenderPipelineAsset.editorResourcesGUID); + Assert.IsFalse(string.IsNullOrEmpty(editorResourcesPath)); + } + + // Validate that ShaderUtils.GetShaderGUID results are valid and that ShaderUtils.GetShaderPath match shader names. + [TestCase(ShaderPathID.Lit)] + [TestCase(ShaderPathID.SimpleLit)] + [TestCase(ShaderPathID.Unlit)] + [TestCase(ShaderPathID.TerrainLit)] + [TestCase(ShaderPathID.ParticlesLit)] + [TestCase(ShaderPathID.ParticlesSimpleLit)] + [TestCase(ShaderPathID.ParticlesUnlit)] + [TestCase(ShaderPathID.BakedLit)] + [TestCase(ShaderPathID.SpeedTree7)] + [TestCase(ShaderPathID.SpeedTree7Billboard)] + [TestCase(ShaderPathID.SpeedTree8)] + public void ValidateShaderResources(ShaderPathID shaderPathID) + { + string path = AssetDatabase.GUIDToAssetPath(ShaderUtils.GetShaderGUID(shaderPathID)); + Assert.IsFalse(string.IsNullOrEmpty(path)); + + var shader = AssetDatabase.LoadAssetAtPath(path); + Assert.AreEqual(shader.name, ShaderUtils.GetShaderPath(shaderPathID)); } - // When creating LWRP all required resources should be initialized. + // When creating URP all required resources should be initialized. [Test] public void ValidateNewAssetResources() { @@ -73,7 +97,7 @@ public void ValidateNewAssetResources() Assert.AreNotEqual(null, asset.defaultTerrainMaterial); Assert.AreNotEqual(null, asset.defaultShader); - // LWRP doesn't override the following materials + // URP doesn't override the following materials Assert.AreEqual(null, asset.defaultUIMaterial); Assert.AreEqual(null, asset.defaultUIOverdrawMaterial); Assert.AreEqual(null, asset.defaultUIETC1SupportedMaterial); @@ -85,7 +109,7 @@ public void ValidateNewAssetResources() ScriptableObject.DestroyImmediate(data); } - // When changing LWRP settings, all settings should be valid. + // When changing URP settings, all settings should be valid. [Test] public void ValidateAssetSettings() { diff --git a/com.unity.render-pipelines.universal/package.json b/com.unity.render-pipelines.universal/package.json index a705e057526..72f8cef0034 100644 --- a/com.unity.render-pipelines.universal/package.json +++ b/com.unity.render-pipelines.universal/package.json @@ -1,13 +1,13 @@ { "name": "com.unity.render-pipelines.universal", "description": "The Universal Render Pipeline (URP) is a prebuilt Scriptable Render Pipeline, made by Unity. URP provides artist-friendly workflows that let you quickly and easily create optimized graphics across a range of platforms, from mobile to high-end consoles and PCs.", - "version": "8.0.0", + "version": "8.3.0", "unity": "2020.1", - "unityRelease": "0a23", + "unityRelease": "0b15", "displayName": "Universal RP", "dependencies": { - "com.unity.render-pipelines.core": "8.0.0", - "com.unity.shadergraph": "8.0.0" + "com.unity.render-pipelines.core": "8.3.0", + "com.unity.shadergraph": "8.3.0" }, "keywords":[ "graphics", diff --git a/com.unity.shadergraph/CHANGELOG.md b/com.unity.shadergraph/CHANGELOG.md index 20fa2d0ecc8..56ca2c2d74c 100644 --- a/com.unity.shadergraph/CHANGELOG.md +++ b/com.unity.shadergraph/CHANGELOG.md @@ -4,7 +4,45 @@ All notable changes to this package are documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). -## [Unreleased] +## [8.3.0] - 2020-07-23 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.2.0] - 2020-07-08 + +### Fixed +- Fixed undo not being recorded properly for setting active master node, graph precision, and node defaults. +- Fixed a bug where the object selector for Custom Function Nodes did not update correctly. [1176129](https://issuetracker.unity3d.com/product/unity/issues/guid/1176129/) +- Fixed an issue where contextual entries in the searcher would not get regenerated +- Fixed a bug where the Create Node menu would override the Object Field selection window. [1176125](https://issuetracker.unity3d.com/issues/shader-graph-object-input-field-with-space-bar-shortcut-opens-shader-graph-search-window-and-object-select-window) + +## [8.1.0] - 2020-04-21 + +### Added +- Added a field to the Master Nodes that overrides the generated shader's ShaderGUI. +- When a Shader Graph or Sub Graph Asset associated with a open window has been deleted, Unity now displays a dialog that asks whether you would like to save the graph as a new Asset or close the window. + +### Fixed +- Fixed a bug where any change to the PBR master node settings would lose connection to the normal slot. +- Fixed a bug where the user couldn't open up HDRP Master Node Shader Graphs without the Render Pipeline set to HDRP. +- Fixed a bug where adding a HDRP Master Node to a Shader Graph would softlock the Shader Graph. +- Fixed a bug where the input fields sometimes didn't render properly. [1176268](https://issuetracker.unity3d.com/issues/shadergraph-input-fields-get-cut-off-after-minimizing-and-maximizing-become-unusable) +- Fixed a bug with the `Transform` node where converting from `Absolute World` space in a sub graph causes invalid subscript errors. [1190813](https://issuetracker.unity3d.com/issues/shadergraph-invalid-subscript-errors-are-thrown-when-connecting-a-subgraph-with-transform-node-with-unlit-master-node) +- Fixed a bug where the `Position` node would change coordinate spaces from `World` to `Absolute World` when shaders recompile. [1184617](https://issuetracker.unity3d.com/product/unity/issues/guid/1184617/) +- Optimized loading a large Shader Graph. [1209047](https://issuetracker.unity3d.com/issues/shader-graph-unresponsive-editor-when-using-large-graphs) +- New deleted asset dialogue fixes a bug where deleted assets would throw a missing file exception in the console. [1232246](https://issuetracker.unity3d.com/product/unity/issues/guid/1232246/) +- Fixed a bug where `Scene Depth` nodes would stop working after adding a keyword on the blackboard. [1203333](https://issuetracker.unity3d.com/product/unity/issues/guid/1203333/) +- Fixed an issue where you could not select a custom mesh for the master preview [1205791](https://issuetracker.unity3d.com/product/unity/issues/guid/1205791/) +- Fixed NaN issue in triplanar SG node when blend goes to 0. + +## [8.0.1] - 2020-02-25 + +### Fixed +- Fixed a bug where fog density node always returns 0 in the shader preview window when connected to an Unlit Master node. + +## [8.0.0] - 2020-02-25 + ### Added - Added samples for Procedural Patterns to the package. - You can now use the right-click context menu to delete Sticky Notes. @@ -17,6 +55,10 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - The Create Node Menu now has a tree view and support for fuzzy field searching. - Added a drop-down menu to the PBR Master Node that lets you select the final coordinate space of normals delivered from the fragment function. - Added support for users to drag and drop Blackboard Properties from one graph to another. +- Fixed a bug where undo would make the Master Preview visible regardless of its toggle status. +- Fixed an issue where Sub Graphs sometimes had duplicate names when you converted nodes into Sub Graphs. +- Fixed an issue where the number of ports on Keyword nodes didn't update when you added or removed Enum Keyword entries. +- Fixed an issue where colors in graphs didn't update when you changed a Blackboard Property's precision while the Color Mode is set to Precision. ### Changed - Changed the `Branch` node so that it uses a ternary operator (`Out = bool ? a : B`) instead of a linear interpolate function. @@ -54,10 +96,13 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0. - Fixed a bug where Object space normals scaled with Object Scale. - Documentation links on nodes now point to the correct URLs and package versions. - Fixed a number of memory leaks that caused Shader Graph assets to stay in memory after closing the Shader Graph window. +- Fixed a bug where using save as command on a subgraph would result in an exception being raised. - You can now smoothly edit controls on the `Dielectric Specular` node. - Fixed Blackboard Properties to support scientific notation. - Fixed a bug where the error `Output value 'vert' is not initialized` displayed on all PBR graphs in Universal. [1210710](https://issuetracker.unity3d.com/issues/output-value-vert-is-not-completely-initialized-error-is-thrown-when-pbr-graph-is-created-using-urp) - Fixed a bug where PBR and Unlit master nodes in Universal had Alpha Clipping enabled by default. +- Fixed a bug where if a user had a Blackboard Property Reference start with a digit the generated shader would be broken. +- Fixed an issue in where analytics wasn't always working. ## [7.1.1] - 2019-09-05 ### Added diff --git a/com.unity.shadergraph/Documentation~/Baked-GI-Node.md b/com.unity.shadergraph/Documentation~/Baked-GI-Node.md index 1b29650f742..e4c27f44dfa 100644 --- a/com.unity.shadergraph/Documentation~/Baked-GI-Node.md +++ b/com.unity.shadergraph/Documentation~/Baked-GI-Node.md @@ -9,7 +9,7 @@ Note: The behavior of this [Node](Node.md) is undefined globally. Shader Graph d Different Render Pipelines may produce different results. If you're building a shader in one Render Pipeline that you want to use in both, try checking it in both pipelines before production. A [Node](Node.md) might be defined in one Render Pipeline and undefined in the other. If this [Node](Node.md) is undefined, it returns 0 (black). #### Unity Render Pipelines Support -- High Definition Render Pipeline +- High Definition Render Pipeline. Although, this Node does not work in a Shader Graph that targets HDRP's [Unlit Master Node](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Master-Node-Unlit.html). - Universal Render Pipeline ## Ports diff --git a/com.unity.shadergraph/Documentation~/Object-Node.md b/com.unity.shadergraph/Documentation~/Object-Node.md index 6d10758225e..f3b902ab236 100644 --- a/com.unity.shadergraph/Documentation~/Object-Node.md +++ b/com.unity.shadergraph/Documentation~/Object-Node.md @@ -8,8 +8,7 @@ Note: The behaviour of the Position [Port](Port.md) can be defined per Render Pi #### Unity Render Pipelines Support - Universal Render Pipeline - -The High Definition Render Pipeline does **not** support this Node. +- High Definition Render Pipeline ## Ports diff --git a/com.unity.shadergraph/Documentation~/PBR-Master-Node.md b/com.unity.shadergraph/Documentation~/PBR-Master-Node.md index b1f94e47b8d..c416edb0406 100644 --- a/com.unity.shadergraph/Documentation~/PBR-Master-Node.md +++ b/com.unity.shadergraph/Documentation~/PBR-Master-Node.md @@ -10,7 +10,9 @@ By default, Shader Graph expects the values you supply to the input **Normal** t | Name | Direction | Type | Stage | Binding | Description | |:------------ |:-------------|:----|:-----|:---|:---| -| Position | Input | Vector 3 | Vertex | None | Defines the absolute object space vertex position per vertex. | +| Vertex Position | Input | Vector 3 | Vertex | Object Space Position | Defines the absolute object space vertex position per vertex. | +| Vertex Normal | Input | Vector 3 | Vertex | Object Space Normal | Defines the absolute object space vertex normal per vertex. | +| Vertex Tangent | Input | Vector 3 | Vertex | Object Space Tangent | Defines the absolute object space vertex tangent per vertex. | | Albedo | Input | Vector 3 | Fragment | None | Defines material's albedo value. Expected range 0 - 1. | | Normal | Input | Vector 3 | Fragment | Tangent Space Normal | Defines material's normal value. Expects normals in tangent space. | | Emission | Input | Vector 3 | Fragment | None | Defines material's emission color value. Expects positive values. | @@ -33,3 +35,5 @@ By default, Shader Graph expects the values you supply to the input **Normal** t | Blend | Dropdown | Alpha, Premultiply, Additive, Multiply | Defines blend mode of a transparent material. | | Fragment Normal Space | Dropdown | Tangent, Object, World | Defines the coordinate space of the value supplied to the **Normal** slot. | | Two Sided | Toggle | True, False | If `true`, both front and back faces of the mesh are rendered. | +| Override ShaderGUI | Toggle | True, False | Lets you override the [ShaderGUI](https://docs.unity3d.com/ScriptReference/ShaderGUI.html) that this Shader Graph uses. If `true`, the **ShaderGUI** property appears, which lets you specify the ShaderGUI to use. | +| - ShaderGUI | TextField | Text | The full name of the ShaderGUI class to use, including the class path. | \ No newline at end of file diff --git a/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Array-Node.md b/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Array-Node.md index 9af064100f9..51c45e66325 100644 --- a/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Array-Node.md +++ b/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Array-Node.md @@ -12,7 +12,7 @@ NOTE: This [Node](Node.md) can only be used in the **Fragment** shader stage. |:------------ |:-------------|:-----|:---|:---| | Texture Array | Input | Texture 2D Array | None | Texture 2D Array to sample | | Index | Input | Vector 1 | None | Index of array to sample | -| UV | Input | Vector 2 | UV | Mesh's normal vector | +| UV | Input | Vector 2 | UV | UV coordinates | | Sampler | Input | Sampler State | Default sampler state | Sampler for the texture | | RGBA | Output | Vector 4 | None | Output value as RGBA | | R | Output | Vector 1 | None | red (x) component of RGBA output | diff --git a/com.unity.shadergraph/Documentation~/Sample-Texture-2D-LOD-Node.md b/com.unity.shadergraph/Documentation~/Sample-Texture-2D-LOD-Node.md index 7246c632a4c..a28de36a83f 100644 --- a/com.unity.shadergraph/Documentation~/Sample-Texture-2D-LOD-Node.md +++ b/com.unity.shadergraph/Documentation~/Sample-Texture-2D-LOD-Node.md @@ -13,7 +13,7 @@ This [Node](Node.md) is useful for sampling a **Texture** in the vertex [Shader | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Texture | Input | Texture 2D | None | Texture 2D to sample | -| UV | Input | Vector 2 | UV | Mesh's normal vector | +| UV | Input | Vector 2 | UV | UV coordinates | | Sampler | Input | Sampler State | Default sampler state | Sampler for the texture | | LOD | Input | Vector 1 | None | Level of detail to sample | | RGBA | Output | Vector 4 | None | Output value as RGBA | diff --git a/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Node.md b/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Node.md index 73dcb08b014..1c635135da1 100644 --- a/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Node.md +++ b/com.unity.shadergraph/Documentation~/Sample-Texture-2D-Node.md @@ -13,7 +13,7 @@ NOTE: This [Node](Node.md) can only be used in the **Fragment** [Shader Stage](S | Name | Direction | Type | Binding | Description | |:------------ |:-------------|:-----|:---|:---| | Texture | Input | Texture 2D | None | Texture 2D to sample | -| UV | Input | Vector 2 | UV | Mesh's normal vector | +| UV | Input | Vector 2 | UV | UV coordinates | | Sampler | Input | Sampler State | Default sampler state | Sampler for the texture | | RGBA | Output | Vector 4 | None | Output value as RGBA | | R | Output | Vector 1 | None | red (x) component of RGBA output | diff --git a/com.unity.shadergraph/Documentation~/Sphere-Mask-Node.md b/com.unity.shadergraph/Documentation~/Sphere-Mask-Node.md index f88768e806f..071611dcf58 100644 --- a/com.unity.shadergraph/Documentation~/Sphere-Mask-Node.md +++ b/com.unity.shadergraph/Documentation~/Sphere-Mask-Node.md @@ -2,7 +2,7 @@ ## Description -Creates a sphere mask originating from input **Center**. The sphere is calculated using [Distance](Distance-Node.md) and modified using the **Radius** and **Hardness** inputs. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the **Coords** input. +Creates a sphere mask originating from input **Center**. The sphere is calculated using [Distance](Distance-Node.md) and modified using the **Radius** and **Hardness** inputs. Sphere mask functionality works in both 2D and 3D spaces, and is based on the vector coordinates in the **Coords** input. These vector coordinates can either be 3D like world space position, or 2D like UV coordinates. ## Ports diff --git a/com.unity.shadergraph/Documentation~/Sticky-Notes.md b/com.unity.shadergraph/Documentation~/Sticky-Notes.md new file mode 100644 index 00000000000..bb391f76915 --- /dev/null +++ b/com.unity.shadergraph/Documentation~/Sticky-Notes.md @@ -0,0 +1,50 @@ +# Sticky Notes + +Sticky Notes are objects in a graph view that you can write in. They are the graph view equivalent of a comment in code, and consist of a title and body. You can create as many as you want in the graph, and use them for a variety of purposes, for example: + +* To describe how a section of your graph works. +* To leave notes for yourself or others collaborating in your Unity Project. +* As a to-do list that includes tasks to complete at a later date. + +## Using Sticky Notes + +To create a Sticky Note, right-click an empty space in the graph view and, in the context menu, click **Create Sticky Note**. You can then customize and add content to the new Sticky Note. There are two text areas that you can write in: + +* **Title**: The text area at the top of the Sticky Note is the title. You can use it to concisely describe what information the Sticky Note contains. +* **Body**: The larger text area below the title area is the body. You can write the full contents of the note here. + +![](images/StickyNote.png) + +### Editing text + +To edit text on a Sticky Note, double-click on a text area. This also selects the entire text area, so be sure to move the cursor before you edit the text. + +### Moving and resizing + +You can move Sticky Notes anywhere on the graph. You can also click and drag to manually resize Sticky Notes, or have a Sticky Note automatically resize itself to fit the content. For information on how to make the Sticky Note resize itself, see **Fit To Text** in the [Context menu](#context-menu) section below. + +### Duplicating + +Use the following keyboard shortcuts to cut, copy, paste, and duplicate Sticky Notes. +* **Copy**: Ctrl+C +* **Cut**: Ctrl+X +* **Paste**: Ctrl+V +* **Duplicate**: Ctrl+D + + +### Context menu + +To open the context menu for a Sticky Note, right-click anywhere on it. The options in the context menu are as follows. + +| **Option** | **Description** | +| -------------------------- | ------------------------------------------------------------ | +| **Dark Theme/Light Theme** | Toggles the color theme of the Sticky Note between light theme and dark theme. | +| **Text Size** | Resizes the font in the text areas to the following point values. | +| Small | Title: 20, Body: 11 | +| Medium | Title: 40, Body: 24 | +| Large | Title: 60, Body: 36 | +| Huge | Title: 80, Body: 56 | +| **Fit To Text** | Resizes the Sticky Note so that it precisely fits the text areas. If your title exceeds a single line, Unity resizes the Sticky Note such that title text fits on a single line. | +| **Delete** | Deletes the Sticky Note you selected.| +| **Group Selection** |Places any Sticky Notes you select in a group.| +| **Ungroup Selection** |Removes any Sticky Notes you select from the group.| diff --git a/com.unity.shadergraph/Documentation~/TableOfContents.md b/com.unity.shadergraph/Documentation~/TableOfContents.md index 2685069494e..79b645132de 100644 --- a/com.unity.shadergraph/Documentation~/TableOfContents.md +++ b/com.unity.shadergraph/Documentation~/TableOfContents.md @@ -6,6 +6,7 @@ * [Blackboard](Blackboard) * [Master Preview](Master-Preview) * [Create Node Menu](Create-Node-Menu) + * [Sticky Notes](Sticky-Notes) * [Sub Graph](Sub-graph) * [Color Modes](Color-Modes) * [Precision Modes](Precision-Modes) diff --git a/com.unity.shadergraph/Documentation~/Triplanar-Node.md b/com.unity.shadergraph/Documentation~/Triplanar-Node.md index 32a633197be..7f385ac8d58 100644 --- a/com.unity.shadergraph/Documentation~/Triplanar-Node.md +++ b/com.unity.shadergraph/Documentation~/Triplanar-Node.md @@ -2,7 +2,7 @@ ## Description -Triplanar is a method of generating UVs and sampling a texture by projecting in world space. The input **Texture** is sampled 3 times, once in each of the world x, y and z axises, and the resulting information is planar projected onto the model, blended by the normal, or surface angle. The generated UVs can be scaled with the input **Tile** and the final blending strength can be controlled with the input **Blend**. The projection can be modified by overriding the inputs **Position** and **Normal**. This is commonly used to texture large models such as terrain, where hand authoring UV coordinates would be problematic or not performant. +Triplanar is a method of generating UVs and sampling a texture by projecting in world space. The input **Texture** is sampled 3 times, once in each of the world x, y and z axes, and the resulting information is planar projected onto the model, blended by the normal, or surface angle. The generated UVs can be scaled with the input **Tile** and the final blending strength can be controlled with the input **Blend**. **Blend** controls the way the normal affects the blending of each plane sample and should be greater or equal to 0. The larger **blend** is, the more contribution will be given to the sample from the plane towards which the normal is most oriented. (The maximum blend exponent is between 17 and 158 depending on platform and the precision of the node.) A blend of 0 makes each plane get equal weight regardless of normal orientation. The projection can be modified by overriding the inputs **Position** and **Normal**. This is commonly used to texture large models such as terrain, where hand authoring UV coordinates would be problematic or not performant. The expected type of the input **Texture** can be switched with the dropdown **Type**. If set to **Normal** the normals will be converted into world space so new tangents can be constructed then converted back to tangent space before output. diff --git a/com.unity.shadergraph/Documentation~/Unlit-Master-Node.md b/com.unity.shadergraph/Documentation~/Unlit-Master-Node.md index d7dc7d0ce1c..68951f5d9e6 100644 --- a/com.unity.shadergraph/Documentation~/Unlit-Master-Node.md +++ b/com.unity.shadergraph/Documentation~/Unlit-Master-Node.md @@ -8,7 +8,9 @@ A [Master Node](Master-Node.md) for unlit materials. | Name | Direction | Type | Stage | Binding | Description | |:------------ |:-------------|:-----|:-----|:---|:---| -| Position | Input | Vector 3 | Vertex | None | Defines the absolute object space vertex position per vertex | +| Vertex Position | Input | Vector 3 | Vertex | Object Space Position | Defines the absolute object space vertex position per vertex. | +| Vertex Normal | Input | Vector 3 | Vertex | Object Space Normal | Defines the absolute object space vertex normal per vertex. | +| Vertex Tangent | Input | Vector 3 | Vertex | Object Space Tangent | Defines the absolute object space vertex tangent per vertex. | | Color | Input | Vector 3 | Fragment | None | Defines material's color value. Expected range 0 - 1. | | Alpha | Input | Vector 1 | Fragment | None | Defines material's alpha value. Used for transparency and/or alpha clip. Expected range 0 - 1. | | Alpha Clip Threshold | Input | Vector 1 | Fragment | None | Fragments with an alpha below this value will be discarded. Requires a node connection. Expected range 0 - 1. | @@ -19,6 +21,8 @@ A [Master Node](Master-Node.md) for unlit materials. | Name | Type | Options | Description | |:------------ |:-------------|:-----|:---| -| Surface | Dropdown | Opaque, Transparent | Defines if the material is transparent | -| Blend | Dropdown | Alpha, Premultiply, Additive, Multiply | Defines blend mode of a transparent material | -| Two Sided | Toggle | True, False | If true both front and back faces of the mesh are rendered | \ No newline at end of file +| Surface | Dropdown | Opaque, Transparent | Defines whether the material is transparent. | +| Blend | Dropdown | Alpha, Premultiply, Additive, Multiply | Defines blend mode of a transparent material. | +| Two Sided | Toggle | True, False | If `true`, renders both front and back faces of the mesh.| +| Override ShaderGUI | Toggle | True, False | Lets you override the [ShaderGUI](https://docs.unity3d.com/ScriptReference/ShaderGUI.html) that this Shader Graph uses. If `true`, the **ShaderGUI** property appears, which lets you specify the ShaderGUI to use. | +| - ShaderGUI | TextField | Text | The full name of the ShaderGUI class to use, including the class path. | \ No newline at end of file diff --git a/com.unity.shadergraph/Documentation~/Utility-Nodes.md b/com.unity.shadergraph/Documentation~/Utility-Nodes.md index 0f6e901cf6b..dcb8d8b3d81 100644 --- a/com.unity.shadergraph/Documentation~/Utility-Nodes.md +++ b/com.unity.shadergraph/Documentation~/Utility-Nodes.md @@ -10,7 +10,7 @@ | [All](All-Node.md) | [And](And-Node.md) | |:-------------|:------| | ![Image](images/AllNodeThumb.png) | ![Image](images/AndNodeThumb.png) | -| Provides a preview window and passes the input value through without modification. | Provides a reference to a Sub-graph asset. | +| Returns true if all components of the input In are non-zero. | Returns true if both the inputs A and B are true. | |[**Any**](Any-Node.md)|[**Branch**](Branch-Node.md)| |![Image](images/AnyNodeThumb.png)|![Image](images/BranchNodeThumb.png)| |Returns true if any of the components of the input In are non-zero.|Provides a dynamic branch to the shader.| diff --git a/com.unity.shadergraph/Documentation~/images/Color-Mode-Category.PNG b/com.unity.shadergraph/Documentation~/images/Color-Mode-Category.png similarity index 100% rename from com.unity.shadergraph/Documentation~/images/Color-Mode-Category.PNG rename to com.unity.shadergraph/Documentation~/images/Color-Mode-Category.png diff --git a/com.unity.shadergraph/Documentation~/images/Color-Mode-Precision.PNG b/com.unity.shadergraph/Documentation~/images/Color-Mode-Precision.png similarity index 100% rename from com.unity.shadergraph/Documentation~/images/Color-Mode-Precision.PNG rename to com.unity.shadergraph/Documentation~/images/Color-Mode-Precision.png diff --git a/com.unity.shadergraph/Documentation~/images/Patterns_Page.PNG b/com.unity.shadergraph/Documentation~/images/Patterns_Page.png similarity index 100% rename from com.unity.shadergraph/Documentation~/images/Patterns_Page.PNG rename to com.unity.shadergraph/Documentation~/images/Patterns_Page.png diff --git a/com.unity.shadergraph/Documentation~/images/StickyNote.png b/com.unity.shadergraph/Documentation~/images/StickyNote.png new file mode 100644 index 00000000000..2151cc565b8 --- /dev/null +++ b/com.unity.shadergraph/Documentation~/images/StickyNote.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9171bc36f5407cbcde9bc9a373ade27d41e506f19197c82234410c2698536e3b +size 25720 diff --git a/com.unity.shadergraph/Editor/CodeGen/GenerationUtils.cs b/com.unity.shadergraph/Editor/CodeGen/GenerationUtils.cs index 2f78fc64748..4eb07d217d0 100644 --- a/com.unity.shadergraph/Editor/CodeGen/GenerationUtils.cs +++ b/com.unity.shadergraph/Editor/CodeGen/GenerationUtils.cs @@ -688,5 +688,24 @@ static string GetTemplatePath(string templateName) throw new FileNotFoundException(string.Format(@"Cannot find a template with name ""{0}"".", templateName)); } + + // Returns null if no 'CustomEditor "___"' line should be added, otherwise the name of the ShaderGUI class. + // Note that it's okay to add an "invalid" ShaderGUI (no class found) as Unity will simply take no action if that's the case, unless if its BaseShaderGUI. + public static string FinalCustomEditorString(ICanChangeShaderGUI canChangeShaderGUI) + { + if (!canChangeShaderGUI.OverrideEnabled) + return null; + + string finalOverrideName = canChangeShaderGUI.ShaderGUIOverride; + + if (string.IsNullOrEmpty(finalOverrideName)) + return null; + + // Do not add to the final shader if the base ShaderGUI is wanted, as errors will occur. + if (finalOverrideName.Equals("BaseShaderGUI") || finalOverrideName.Equals("UnityEditor.BaseShaderGUI")) + return null; + + return finalOverrideName; + } } } diff --git a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs index ef6a5850daa..7d3d76f1e7d 100644 --- a/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs +++ b/com.unity.shadergraph/Editor/Data/Graphs/GraphData.cs @@ -788,6 +788,9 @@ public void SanitizeGraphInputReferenceName(ShaderInput input, string newName) if (string.IsNullOrEmpty(name)) return; + if (Regex.IsMatch(name, @"^\d+")) + name = "_" + name; + name = Regex.Replace(name, @"(?:[^A-Za-z_0-9])|(?:\s)", "_"); switch(input) { @@ -1056,6 +1059,9 @@ public void ReplaceWith(GraphData other) if (other == null) throw new ArgumentException("Can only replace with another AbstractMaterialGraph", "other"); + concretePrecision = other.concretePrecision; + m_ActiveOutputNodeGuid = other.m_ActiveOutputNodeGuid; + using (var removedInputsPooledObject = ListPool.GetDisposable()) { var removedInputGuids = removedInputsPooledObject.value; diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/ICanChangeShaderGUI.cs b/com.unity.shadergraph/Editor/Data/Interfaces/ICanChangeShaderGUI.cs new file mode 100644 index 00000000000..0fc0f3ad9f2 --- /dev/null +++ b/com.unity.shadergraph/Editor/Data/Interfaces/ICanChangeShaderGUI.cs @@ -0,0 +1,19 @@ +using UnityEngine.UIElements; + +namespace UnityEditor.Graphing +{ + interface ICanChangeShaderGUI + { + string ShaderGUIOverride + { + get; + set; + } + + bool OverrideEnabled + { + get; + set; + } + } +} diff --git a/com.unity.shadergraph/Editor/Data/Interfaces/ICanChangeShaderGUI.cs.meta b/com.unity.shadergraph/Editor/Data/Interfaces/ICanChangeShaderGUI.cs.meta new file mode 100644 index 00000000000..51c00232cef --- /dev/null +++ b/com.unity.shadergraph/Editor/Data/Interfaces/ICanChangeShaderGUI.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: c645ecec95c53644b9b9777b4faeb75d +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.shadergraph/Editor/Data/MasterNodes/PBRMasterNode.cs b/com.unity.shadergraph/Editor/Data/MasterNodes/PBRMasterNode.cs index 95ee3fcecef..0230525bf6b 100644 --- a/com.unity.shadergraph/Editor/Data/MasterNodes/PBRMasterNode.cs +++ b/com.unity.shadergraph/Editor/Data/MasterNodes/PBRMasterNode.cs @@ -12,7 +12,7 @@ namespace UnityEditor.ShaderGraph { [Serializable] [Title("Master", "PBR")] - class PBRMasterNode : MasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class PBRMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string AlbedoSlotName = "Albedo"; public const string NormalSlotName = "Normal"; @@ -121,10 +121,13 @@ public NormalDropOffSpace normalDropOffSpace return; m_NormalDropOffSpace = value; + if (!IsSlotConnected(NormalSlotId)) + updateNormalSlot = true; UpdateNodeAfterDeserialization(); Dirty(ModificationScope.Topological); } } + bool updateNormalSlot; public PBRMasterNode() { @@ -142,19 +145,23 @@ public sealed override void UpdateNodeAfterDeserialization() AddSlot(new ColorRGBMaterialSlot(AlbedoSlotId, AlbedoSlotName, AlbedoSlotName, SlotType.Input, Color.grey.gamma, ColorMode.Default, ShaderStageCapability.Fragment)); //switch drop off delivery space for normal values var coordSpace = CoordinateSpace.Tangent; - switch (m_NormalDropOffSpace) + if (updateNormalSlot) { - case NormalDropOffSpace.Tangent: - coordSpace = CoordinateSpace.Tangent; - break; - case NormalDropOffSpace.World: - coordSpace = CoordinateSpace.World; - break; - case NormalDropOffSpace.Object: - coordSpace = CoordinateSpace.Object; - break; + RemoveSlot(NormalSlotId); + switch (m_NormalDropOffSpace) + { + case NormalDropOffSpace.Tangent: + coordSpace = CoordinateSpace.Tangent; + break; + case NormalDropOffSpace.World: + coordSpace = CoordinateSpace.World; + break; + case NormalDropOffSpace.Object: + coordSpace = CoordinateSpace.Object; + break; + } + updateNormalSlot = false; } - RemoveSlot(NormalSlotId); AddSlot(new NormalMaterialSlot(NormalSlotId, NormalSlotName, NormalSlotName, coordSpace, ShaderStageCapability.Fragment)); AddSlot(new ColorRGBMaterialSlot(EmissionSlotId, EmissionSlotName, EmissionSlotName, SlotType.Input, Color.black, ColorMode.Default, ShaderStageCapability.Fragment)); if (model == Model.Metallic) diff --git a/com.unity.shadergraph/Editor/Data/MasterNodes/UnlitMasterNode.cs b/com.unity.shadergraph/Editor/Data/MasterNodes/UnlitMasterNode.cs index 9a10987cd48..1ce2720eb65 100644 --- a/com.unity.shadergraph/Editor/Data/MasterNodes/UnlitMasterNode.cs +++ b/com.unity.shadergraph/Editor/Data/MasterNodes/UnlitMasterNode.cs @@ -12,7 +12,7 @@ namespace UnityEditor.ShaderGraph { [Serializable] [Title("Master", "Unlit")] - class UnlitMasterNode : MasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent + class UnlitMasterNode : MaterialMasterNode, IMayRequirePosition, IMayRequireNormal, IMayRequireTangent { public const string ColorSlotName = "Color"; public const string AlphaSlotName = "Alpha"; diff --git a/com.unity.shadergraph/Editor/Data/Nodes/AbstractMaterialNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/AbstractMaterialNode.cs index 001d8354f42..d857dcb8f95 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/AbstractMaterialNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/AbstractMaterialNode.cs @@ -27,7 +27,7 @@ abstract class AbstractMaterialNode : ISerializationCallbackReceiver, IGroupItem private string m_Name; [SerializeField] - protected int m_NodeVersion; + private int m_NodeVersion; [SerializeField] private DrawState m_DrawState; @@ -210,6 +210,7 @@ protected AbstractMaterialNode() { m_DrawState.expanded = true; m_Guid = Guid.NewGuid(); + m_NodeVersion = GetCompiledNodeVersion(); version = 0; } diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalBlendNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalBlendNode.cs index 2dc08edb4c1..ce95710c356 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalBlendNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalBlendNode.cs @@ -58,7 +58,7 @@ static string Unity_NormalBlend( return @" { - Out = normalize($precision3(A.rg + B.rg, A.b * B.b)); + Out = SafeNormalize($precision3(A.rg + B.rg, A.b * B.b)); } "; } diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs index 68f58b1e864..302e6e9abb1 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Artistic/Normal/NormalFromHeightNode.cs @@ -91,7 +91,7 @@ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode gener s.AppendLine("$precision3 inToNormal = ((((In + ddx(In)) - In) * crossY) + (((In + ddy(In)) - In) * crossX)) * sign(d);"); s.AppendLine("inToNormal.y *= -1.0;"); s.AppendNewLine(); - s.AppendLine("Out = normalize((d * TangentMatrix[2].xyz) - inToNormal);"); + s.AppendLine("Out = SafeNormalize((d * TangentMatrix[2].xyz) - inToNormal);"); if(outputSpace == OutputSpace.Tangent) s.AppendLine("Out = TransformWorldToTangent(Out, TangentMatrix);"); diff --git a/com.unity.shadergraph/Editor/Data/Nodes/MasterNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/MasterNode.cs index e858032c127..8c0824a69fb 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/MasterNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/MasterNode.cs @@ -140,6 +140,18 @@ public sealed override string GetShader(GenerationMode mode, string outputName, finalShader.AppendLines(subShader.GetSubshader(this, mode, sourceAssetDependencyPaths)); } + // Either grab the pipeline default for the active master node or the user override + ICanChangeShaderGUI canChangeShaderGui = this as ICanChangeShaderGUI; + if (canChangeShaderGui != null && canChangeShaderGui.OverrideEnabled) + { + string customEditor = GenerationUtils.FinalCustomEditorString(canChangeShaderGui); + + if (customEditor != null) + { + finalShader.AppendLine("CustomEditor \"" + customEditor + "\""); + } + } + finalShader.AppendLine(@"FallBack ""Hidden/Shader Graph/FallbackError"""); } configuredTextures = shaderProperties.GetConfiguredTexutres(); diff --git a/com.unity.shadergraph/Editor/Data/Nodes/MaterialMasterNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/MaterialMasterNode.cs new file mode 100644 index 00000000000..8e353d06877 --- /dev/null +++ b/com.unity.shadergraph/Editor/Data/Nodes/MaterialMasterNode.cs @@ -0,0 +1,25 @@ +using UnityEditor.Graphing; +using UnityEngine; + +// For Master Nodes that care about having a final Material inside the project. +namespace UnityEditor.ShaderGraph +{ + abstract class MaterialMasterNode : MasterNode, ICanChangeShaderGUI + where T : class, ISubShader + { + [SerializeField] private string m_ShaderGUIOverride; + public string ShaderGUIOverride + { + get => m_ShaderGUIOverride; + set => m_ShaderGUIOverride = value; + } + + [SerializeField] private bool m_OverrideEnabled; + public bool OverrideEnabled + { + get => m_OverrideEnabled; + set => m_OverrideEnabled = value; + } + + } +} diff --git a/com.unity.shadergraph/Editor/Data/Nodes/MaterialMasterNode.cs.meta b/com.unity.shadergraph/Editor/Data/Nodes/MaterialMasterNode.cs.meta new file mode 100644 index 00000000000..0b00e154d9a --- /dev/null +++ b/com.unity.shadergraph/Editor/Data/Nodes/MaterialMasterNode.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 52fec2ce53bca68438eff044e0abd0eb +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs index f05984813fa..96f3a28e501 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Math/Vector/TransformNode.cs @@ -245,7 +245,7 @@ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMo bool RequiresWorldSpaceTangentTransform() { if (conversion.from == CoordinateSpace.View && conversion.to == CoordinateSpace.Tangent - || conversion.from == CoordinateSpace.AbsoluteWorld && conversion.to == CoordinateSpace.Tangent + || conversion.from == CoordinateSpace.AbsoluteWorld || conversion.from == CoordinateSpace.Object && conversion.to == CoordinateSpace.Tangent || conversion.from == CoordinateSpace.Tangent) return true; diff --git a/com.unity.shadergraph/Editor/Data/Nodes/UV/TriplanarNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/UV/TriplanarNode.cs index 4686c5b36d1..824d156538c 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/UV/TriplanarNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/UV/TriplanarNode.cs @@ -92,7 +92,8 @@ public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode gene // Whiteout blend method // https://medium.com/@bgolus/normal-mapping-for-a-triplanar-shader-10bf39dca05a case TextureType.Normal: - sb.AppendLine("$precision3 {0}_Blend = max(pow(abs({1}), {2}), 0);" + // See comment for default case. + sb.AppendLine("$precision3 {0}_Blend = SafePositivePow_$precision({1}, min({2}, floor(log2(Min_$precision())/log2(1/sqrt(3)))) );" , GetVariableNameForNode() , GetSlotValue(NormalInputId, generationMode) , GetSlotValue(BlendInputId, generationMode)); @@ -134,7 +135,16 @@ public virtual void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode gene , GetVariableNameForNode()); break; default: - sb.AppendLine("$precision3 {0}_Blend = pow(abs({1}), {2});" + // We want the sum of the 3 blend weights (by which we normalize them) to be > 0. + // Max safe exponent is log2(REAL_MIN)/log2(1/sqrt(3)): + // Take the set of all possible normalized vectors, make a set from selecting the maximum component of each 3-vectors from the previous set, + // the minimum (:= min_of_max) of that new set is 1/sqrt(3) (by the fact vectors are normalized). + // We then want a maximum exponent such that + // precision_min < min_of_max^exponent_max + // where exponent_max is blend, + // log(precision_min) < log(min_of_max) * exponent_max + // log(precision_min) / log(min_of_max) > exponent_max + sb.AppendLine("$precision3 {0}_Blend = SafePositivePow_$precision({1}, min({2}, floor(log2(Min_$precision())/log2(1/sqrt(3)))) );" , GetVariableNameForNode() , GetSlotValue(NormalInputId, generationMode) , GetSlotValue(BlendInputId, generationMode)); diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs index 2d2e20ecd3b..9a1ea9a0468 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Utility/CustomFunctionNode.cs @@ -283,10 +283,6 @@ void ValidateSlotName() public override void ValidateNode() { - if (!this.GetOutputSlots().Any()) - { - owner.AddValidationError(tempId, k_MissingOutputSlot, ShaderCompilerMessageSeverity.Warning); - } if(sourceType == HlslSourceType.File) { if(!string.IsNullOrEmpty(functionSource)) @@ -299,9 +295,17 @@ public override void ValidateNode() { owner.AddValidationError(tempId, k_InvalidFileType, ShaderCompilerMessageSeverity.Error); } + else + { + owner.ClearErrorsForNode(this); + } } } } + if (!this.GetOutputSlots().Any()) + { + owner.AddValidationError(tempId, k_MissingOutputSlot, ShaderCompilerMessageSeverity.Warning); + } ValidateSlotName(); base.ValidateNode(); diff --git a/com.unity.shadergraph/Editor/Data/Nodes/Utility/KeywordNode.cs b/com.unity.shadergraph/Editor/Data/Nodes/Utility/KeywordNode.cs index 62dd1bbf1bf..f9bd0026957 100644 --- a/com.unity.shadergraph/Editor/Data/Nodes/Utility/KeywordNode.cs +++ b/com.unity.shadergraph/Editor/Data/Nodes/Utility/KeywordNode.cs @@ -11,6 +11,9 @@ namespace UnityEditor.ShaderGraph [Title("Utility", "Keyword")] class KeywordNode : AbstractMaterialNode, IOnAssetEnabled, IGeneratesBodyCode { + internal const int k_MinEnumEntries = 2; + internal const int k_MaxEnumEntries = 8; + public KeywordNode() { UpdateNodeAfterDeserialization(); diff --git a/com.unity.shadergraph/Editor/Data/SubGraph/SubGraphOutputNode.cs b/com.unity.shadergraph/Editor/Data/SubGraph/SubGraphOutputNode.cs index 8df307cbfeb..8ee6d261662 100644 --- a/com.unity.shadergraph/Editor/Data/SubGraph/SubGraphOutputNode.cs +++ b/com.unity.shadergraph/Editor/Data/SubGraph/SubGraphOutputNode.cs @@ -83,7 +83,7 @@ protected override void OnSlotsChanged() public int AddSlot(ConcreteSlotValueType concreteValueType) { var index = this.GetInputSlots().Count() + 1; - string name = string.Format("Out_{0}", NodeUtils.GetDuplicateSafeNameForSlot(this, index, concreteValueType.ToString())); + name = NodeUtils.GetDuplicateSafeNameForSlot(this, index, "Out_" + concreteValueType.ToString()); AddSlot(MaterialSlot.CreateMaterialSlot(concreteValueType.ToSlotValueType(), index, name, NodeUtils.GetHLSLSafeName(name), SlotType.Input, Vector4.zero)); return index; diff --git a/com.unity.shadergraph/Editor/Data/Util/GraphUtil.cs b/com.unity.shadergraph/Editor/Data/Util/GraphUtil.cs index a1afb0c6cbf..9afd5b1a418 100644 --- a/com.unity.shadergraph/Editor/Data/Util/GraphUtil.cs +++ b/com.unity.shadergraph/Editor/Data/Util/GraphUtil.cs @@ -16,6 +16,7 @@ using UnityEditor.ProjectWindowCallback; using UnityEditor.ShaderGraph.Internal; using UnityEngine; +using UnityEngine.Rendering; using Object = System.Object; namespace UnityEditor.ShaderGraph @@ -348,5 +349,6 @@ public static void OpenFile(string path) p.Start(); } } + } } diff --git a/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldKeywordView.cs b/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldKeywordView.cs index 1965ed15824..016c0ea18c2 100644 --- a/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldKeywordView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldKeywordView.cs @@ -32,7 +32,7 @@ public override void BuildCustomFields(ShaderInput input) m_Keyword = input as ShaderKeyword; if(m_Keyword == null) return; - + // KeywordDefinition var keywordDefinitionField = new EnumField((Enum)m_Keyword.keywordDefinition); keywordDefinitionField.RegisterValueChangedCallback(evt => @@ -118,15 +118,15 @@ private void OnGUIHandler() } internal void RecreateList() - { + { // Create reorderable list from entries m_ReorderableList = new ReorderableList(m_Keyword.entries, typeof(KeywordEntry), true, true, true, true); } - private void AddCallbacks() + private void AddCallbacks() { - // Draw Header - m_ReorderableList.drawHeaderCallback = (Rect rect) => + // Draw Header + m_ReorderableList.drawHeaderCallback = (Rect rect) => { int indent = 14; var displayRect = new Rect(rect.x + indent, rect.y, (rect.width - indent) / 2, rect.height); @@ -136,42 +136,42 @@ private void AddCallbacks() }; // Draw Element - m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => + m_ReorderableList.drawElementCallback = (Rect rect, int index, bool isActive, bool isFocused) => { KeywordEntry entry = ((KeywordEntry)m_ReorderableList.list[index]); EditorGUI.BeginChangeCheck(); - + var displayName = EditorGUI.DelayedTextField( new Rect(rect.x, rect.y, rect.width / 2, EditorGUIUtility.singleLineHeight), entry.displayName, EditorStyles.label); var referenceName = EditorGUI.DelayedTextField( new Rect(rect.x + rect.width / 2, rect.y, rect.width / 2, EditorGUIUtility.singleLineHeight), entry.referenceName, EditorStyles.label); displayName = GetDuplicateSafeDisplayName(entry.id, displayName); referenceName = GetDuplicateSafeReferenceName(entry.id, referenceName.ToUpper()); - + if(EditorGUI.EndChangeCheck()) { - m_Keyword.entries[index] = new KeywordEntry(index + 1, displayName, referenceName); - + m_Keyword.entries[index] = new KeywordEntry(entry.id, displayName, referenceName); + DirtyNodes(); Rebuild(); - } + } }; // Element height - m_ReorderableList.elementHeightCallback = (int indexer) => + m_ReorderableList.elementHeightCallback = (int indexer) => { return m_ReorderableList.elementHeight; }; // Can add - m_ReorderableList.onCanAddCallback = (ReorderableList list) => - { - return list.count < 8; + m_ReorderableList.onCanAddCallback = (ReorderableList list) => + { + return list.count < KeywordNode.k_MaxEnumEntries; }; // Can remove - m_ReorderableList.onCanRemoveCallback = (ReorderableList list) => - { - return list.count > 2; + m_ReorderableList.onCanRemoveCallback = (ReorderableList list) => + { + return list.count > KeywordNode.k_MinEnumEntries; }; // Add callback delegates @@ -190,19 +190,43 @@ private void AddEntry(ReorderableList list) { graph.owner.RegisterCompleteObjectUndo("Add Keyword Entry"); - var index = list.list.Count + 1; + int index = GetFirstUnusedID(); + if (index <= 0) + return; // Error has already occured, don't attempt to add this entry. + var displayName = GetDuplicateSafeDisplayName(index, "New"); var referenceName = GetDuplicateSafeReferenceName(index, "NEW"); // Add new entry m_Keyword.entries.Add(new KeywordEntry(index, displayName, referenceName)); - // Update GUI + // Update Blackboard & Nodes + DirtyNodes(); Rebuild(); graph.OnKeywordChanged(); m_SelectedIndex = list.list.Count - 1; } + // Allowed indicies are 1-MAX_ENUM_ENTRIES + private int GetFirstUnusedID() + { + List ususedIDs = new List(); + + foreach (KeywordEntry keywordEntry in m_Keyword.entries) + { + ususedIDs.Add(keywordEntry.id); + } + + for (int x = 1; x <= KeywordNode.k_MaxEnumEntries; x++) + { + if (!ususedIDs.Contains(x)) + return x; + } + + Debug.LogError("GetFirstUnusedID: Attempting to get unused ID when all IDs are used."); + return -1; + } + private void RemoveEntry(ReorderableList list) { graph.owner.RegisterCompleteObjectUndo("Remove Keyword Entry"); @@ -216,8 +240,11 @@ private void RemoveEntry(ReorderableList list) int value = Mathf.Clamp(m_Keyword.value, 0, m_Keyword.entries.Count - 1); m_Keyword.value = value; + // Update Blackboard & Nodes + DirtyNodes(); Rebuild(); graph.OnKeywordChanged(); + m_SelectedIndex = m_SelectedIndex >= list.list.Count - 1 ? list.list.Count - 1 : m_SelectedIndex; } private void ReorderEntries(ReorderableList list) diff --git a/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldPropertyView.cs b/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldPropertyView.cs index 4338f94dce6..3ec1dab5322 100644 --- a/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldPropertyView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Blackboard/BlackboardFieldPropertyView.cs @@ -75,7 +75,7 @@ public override void BuildCustomFields(ShaderInput input) default: throw new ArgumentOutOfRangeException(); } - + // Precision var precisionField = new EnumField((Enum)property.precision); precisionField.RegisterValueChangedCallback(evt => @@ -83,7 +83,7 @@ public override void BuildCustomFields(ShaderInput input) graph.owner.RegisterCompleteObjectUndo("Change Precision"); if (property.precision == (Precision)evt.newValue) return; - + property.precision = (Precision)evt.newValue; graph.ValidateGraph(); precisionField.MarkDirtyRepaint(); @@ -157,7 +157,7 @@ void BuildVector1PropertyField(Vector1ShaderProperty property) defaultField.value = property.value; DirtyNodes(); }); - + AddRow("Default", defaultField); AddRow("Min", minField); AddRow("Max", maxField); @@ -202,7 +202,7 @@ void BuildVector1PropertyField(Vector1ShaderProperty property) AddRow("Mode", modeField); } } - + void BuildVector2PropertyField(Vector2ShaderProperty property) { var field = new Vector2Field { value = property.value }; @@ -216,10 +216,10 @@ void BuildVector2PropertyField(Vector2ShaderProperty property) field.RegisterValueChangedCallback(evt => { // Only true when setting value via FieldMouseDragger - // Undo recorded once per dragger release + // Undo recorded once per dragger release if (undoGroup == -1) graph.owner.RegisterCompleteObjectUndo("Change property value"); - + property.value = evt.newValue; DirtyNodes(); }); @@ -241,10 +241,10 @@ void BuildVector3PropertyField(Vector3ShaderProperty property) field.RegisterValueChangedCallback(evt => { // Only true when setting value via FieldMouseDragger - // Undo recorded once per dragger release + // Undo recorded once per dragger release if (undoGroup == -1) graph.owner.RegisterCompleteObjectUndo("Change property value"); - + property.value = evt.newValue; DirtyNodes(); }); @@ -268,10 +268,10 @@ void BuildVector4PropertyField(Vector4ShaderProperty property) field.RegisterValueChangedCallback(evt => { // Only true when setting value via FieldMouseDragger - // Undo recorded once per dragger release + // Undo recorded once per dragger release if (undoGroup == -1) graph.owner.RegisterCompleteObjectUndo("Change property value"); - + property.value = evt.newValue; DirtyNodes(); }); @@ -496,7 +496,7 @@ void BuildMatrix3PropertyField(Matrix3ShaderProperty property) }; DirtyNodes(); }); - + AddRow("", row1Field); var row2Field = new Vector3Field { value = property.value.GetRow(2) }; row2Field.RegisterValueChangedCallback(evt => @@ -692,8 +692,16 @@ void BuildGradientPropertyField(GradientShaderProperty property) public override void DirtyNodes(ModificationScope modificationScope = ModificationScope.Node) { + var colorManager = GetFirstAncestorOfType().colorManager; + var nodes = GetFirstAncestorOfType().graphView.Query().ToList(); + + colorManager.SetNodesDirty(nodes); + colorManager.UpdateNodeViews(nodes); + foreach (var node in graph.GetNodes()) + { node.Dirty(modificationScope); + } } } } diff --git a/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs b/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs index 43d6df972ad..38a5e425aa7 100644 --- a/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs +++ b/com.unity.shadergraph/Editor/Drawing/EdgeConnectorListener.cs @@ -22,9 +22,11 @@ public void OnDropOutsidePort(Edge edge, Vector2 position) { var draggedPort = (edge.output != null ? edge.output.edgeConnector.edgeDragHelper.draggedPort : null) ?? (edge.input != null ? edge.input.edgeConnector.edgeDragHelper.draggedPort : null); m_SearchWindowProvider.connectedPort = (ShaderPort)draggedPort; + m_SearchWindowProvider.regenerateEntries = true;//need to be sure the entires are relevant to the edge we are dragging SearcherWindow.Show(m_editorWindow, (m_SearchWindowProvider as SearcherProvider).LoadSearchWindow(), item => (m_SearchWindowProvider as SearcherProvider).OnSearcherSelectEntry(item, position), position, null); + m_SearchWindowProvider.regenerateEntries = true;//entries no longer necessarily relevant, need to regenerate } public void OnDrop(GraphView graphView, Edge edge) diff --git a/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs b/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs index 89f5d7d1cc7..fd4e7af345f 100644 --- a/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Inspector/MasterPreviewView.cs @@ -193,7 +193,7 @@ void OnMeshChanged(Object obj) void ChangeMeshCustom() { - MethodInfo ShowMethod = s_ObjectSelector.GetMethod("Show", BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly, Type.DefaultBinder, new[] {typeof(Object), typeof(Type), typeof(SerializedProperty), typeof(bool), typeof(List), typeof(Action), typeof(Action)}, new ParameterModifier[7]); + MethodInfo ShowMethod = s_ObjectSelector.GetMethod("Show", BindingFlags.NonPublic | BindingFlags.Instance | BindingFlags.DeclaredOnly, Type.DefaultBinder, new[] {typeof(Object), typeof(Type), typeof(Object), typeof(bool), typeof(List), typeof(Action), typeof(Action)}, new ParameterModifier[7]); m_PreviousMesh = m_Graph.previewData.serializedMesh.mesh; ShowMethod.Invoke(Get(), new object[] { null, typeof(Mesh), null, false, null, (Action)OnMeshChanged, (Action)OnMeshChanged }); } diff --git a/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs b/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs index 6c71b0d7827..1c0fc02666d 100644 --- a/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs +++ b/com.unity.shadergraph/Editor/Drawing/MaterialGraphEditWindow.cs @@ -21,25 +21,29 @@ namespace UnityEditor.ShaderGraph.Drawing { class MaterialGraphEditWindow : EditorWindow { + // For conversion to Sub Graph: keys for remembering the user's desired path + const string k_PrevSubGraphPathKey = "SHADER_GRAPH_CONVERT_TO_SUB_GRAPH_PATH"; + [SerializeField] string m_Selected; [SerializeField] GraphObject m_GraphObject; - [NonSerialized] - bool m_HasError; - [NonSerialized] HashSet m_ChangedFileDependencies = new HashSet(); ColorSpace m_ColorSpace; RenderPipelineAsset m_RenderPipelineAsset; - bool m_FrameAllAfterLayout; + [NonSerialized] + bool m_FrameAllAfterLayout; + [NonSerialized] + bool m_HasError; + [NonSerialized] bool m_ProTheme; - - GraphEditorView m_GraphEditorView; + [NonSerialized] + bool m_Deleted; MessageManager m_MessageManager; MessageManager messageManager @@ -47,6 +51,7 @@ MessageManager messageManager get { return m_MessageManager ?? (m_MessageManager = new MessageManager()); } } + GraphEditorView m_GraphEditorView; GraphEditorView graphEditorView { get { return m_GraphEditorView; } @@ -112,11 +117,30 @@ void DisplayChangedOnDiskDialog() } } + void DisplayDeletedFromDiskDialog() + { + bool shouldClose = true; // Close unless if the same file was replaced + + if (EditorUtility.DisplayDialog("\"" + assetName + "\" Graph Asset Missing", AssetDatabase.GUIDToAssetPath(selectedGuid) + + " has been deleted or moved outside of Unity.\n\nWould you like to save your Graph Asset?", "Save As", "Close Window")) + { + shouldClose = !SaveAsImplementation(); + } + + if (shouldClose) + Close(); + else + m_Deleted = false; // Was restored + } + void Update() { if (m_HasError) return; + if (focusedWindow == this && m_Deleted) + DisplayDeletedFromDiskDialog(); + if (PlayerSettings.colorSpace != m_ColorSpace) { graphEditorView = null; @@ -252,6 +276,9 @@ void OnDisable() bool IsDirty() { + if (m_Deleted) + return false; // Not dirty; it's gone. + var currentJson = EditorJsonUtility.ToJson(graphObject.graph, true); var fileJson = File.ReadAllText(AssetDatabase.GUIDToAssetPath(selectedGuid)); return !string.Equals(currentJson, fileJson, StringComparison.Ordinal); @@ -270,6 +297,11 @@ public void CheckForChanges() UpdateTitle(isDirty); } + public void AssetWasDeleted() + { + m_Deleted = true; + } + void UpdateTitle() { UpdateTitle(IsDirty()); @@ -341,6 +373,10 @@ public void UpdateAsset() ShaderGraphAnalytics.SendShaderGraphEvent(selectedGuid, graphObject.graph); + var oldShader = AssetDatabase.LoadAssetAtPath(path); + if (oldShader != null) + ShaderUtil.ClearShaderMessages(oldShader); + UpdateShaderGraphOnDisk(path); if (GraphData.onSaveGraph != null) @@ -349,7 +385,7 @@ public void UpdateAsset() if (shader != null) { GraphData.onSaveGraph(shader, (graphObject.graph.outputNode as MasterNode).saveContext); - } + } } } @@ -357,15 +393,24 @@ public void UpdateAsset() } public void SaveAs() + { + SaveAsImplementation(); + } + + // Returns true if the same file as replaced, false if a new file was created or an error occured + bool SaveAsImplementation() { if (selectedGuid != null && graphObject != null) { - var path = AssetDatabase.GUIDToAssetPath(selectedGuid); - if (string.IsNullOrEmpty(path) || graphObject == null) - return; + var pathAndFile = AssetDatabase.GUIDToAssetPath(selectedGuid); + if (string.IsNullOrEmpty(pathAndFile) || graphObject == null) + return false; + + // The asset's name needs to be removed from the path, otherwise SaveFilePanel assumes it's a folder + string path = Path.GetDirectoryName(pathAndFile); var extension = graphObject.graph.isSubGraph ? ShaderSubGraphImporter.Extension : ShaderGraphImporter.Extension; - var newPath = EditorUtility.SaveFilePanel("Save Graph As", path, Path.GetFileNameWithoutExtension(path), extension); + var newPath = EditorUtility.SaveFilePanelInProject("Save Graph As...", Path.GetFileNameWithoutExtension(pathAndFile), extension, "", path); newPath = newPath.Replace(Application.dataPath, "Assets"); if (newPath != path) { @@ -376,7 +421,8 @@ public void SaveAs() if (success) { ShaderGraphImporterEditor.ShowGraphEditWindow(newPath); - if (GraphData.onSaveGraph != null) + // This is for updating material dependencies so we exclude subgraphs here. + if (GraphData.onSaveGraph != null && extension != ShaderSubGraphImporter.Extension) { var shader = AssetDatabase.LoadAssetAtPath(newPath); // Retrieve graph context, note that if we're here the output node will always be a master node @@ -384,21 +430,34 @@ public void SaveAs() } } } + + graphObject.isDirty = false; + return false; } else { UpdateAsset(); + graphObject.isDirty = false; + return true; } - - graphObject.isDirty = false; } + return false; } public void ToSubGraph() { var graphView = graphEditorView.graphView; - var path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, ""); + string path; + string sessionStateResult = SessionState.GetString(k_PrevSubGraphPathKey, string.Empty); + string pathToOriginSG = Path.GetDirectoryName(AssetDatabase.GUIDToAssetPath(selectedGuid)); + + if (!string.IsNullOrEmpty(sessionStateResult)) + path = sessionStateResult; + else + path = pathToOriginSG; + + path = EditorUtility.SaveFilePanelInProject("Save Sub Graph", "New Shader Sub Graph", ShaderSubGraphImporter.Extension, "", path); path = path.Replace(Application.dataPath, "Assets"); if (path.Length == 0) return; @@ -627,6 +686,7 @@ public void ToSubGraph() var fromPropertyNode = fromNode as PropertyNode; var fromProperty = fromPropertyNode != null ? materialGraph.properties.FirstOrDefault(p => p.guid == fromPropertyNode.propertyGuid) : null; prop.displayName = fromProperty != null ? fromProperty.displayName : fromSlot.concreteValueType.ToString(); + prop.displayName = GraphUtil.SanitizeName(subGraph.addedInputs.Select(p => p.displayName), "{0} ({1})", prop.displayName); subGraph.AddGraphInput(prop); var propNode = new PropertyNode(); @@ -672,9 +732,16 @@ public void ToSubGraph() } } - if(FileUtilities.WriteShaderGraphToDisk(path, subGraph)) + if (FileUtilities.WriteShaderGraphToDisk(path, subGraph)) AssetDatabase.ImportAsset(path); + // Store path for next time + if (!pathToOriginSG.Equals(Path.GetDirectoryName(path))) + SessionState.SetString(k_PrevSubGraphPathKey, Path.GetDirectoryName(path)); + else + // Or continue to make it so that next time it will open up in the converted-from SG's directory + SessionState.EraseString(k_PrevSubGraphPathKey); + var loadedSubGraph = AssetDatabase.LoadAssetAtPath(path, typeof(SubGraphAsset)) as SubGraphAsset; if (loadedSubGraph == null) return; @@ -803,12 +870,12 @@ Texture2D GetThemeIcon(GraphData graphdata) void OnGeometryChanged(GeometryChangedEvent evt) { + // this callback is only so we can run post-layout behaviors after the graph loads for the first time + // we immediately unregister it so it doesn't get called again graphEditorView.UnregisterCallback(OnGeometryChanged); if (m_FrameAllAfterLayout) graphEditorView.graphView.FrameAll(); m_FrameAllAfterLayout = false; - foreach (var node in m_GraphObject.graph.GetNodes()) - node.Dirty(ModificationScope.Node); } } } diff --git a/com.unity.shadergraph/Editor/Drawing/SearchWindowProvider.cs b/com.unity.shadergraph/Editor/Drawing/SearchWindowProvider.cs index 9eeaeb35554..51969b4caeb 100644 --- a/com.unity.shadergraph/Editor/Drawing/SearchWindowProvider.cs +++ b/com.unity.shadergraph/Editor/Drawing/SearchWindowProvider.cs @@ -31,6 +31,7 @@ class SearchWindowProvider : ScriptableObject public bool nodeNeedsRepositioning { get; set; } public SlotReference targetSlotReference { get; internal set; } public Vector2 targetPosition { get; internal set; } + public bool regenerateEntries { get; set; } private const string k_HiddenFolderName = "Hidden"; public void Initialize(EditorWindow editorWindow, GraphData graph, GraphView graphView) @@ -54,30 +55,26 @@ void OnDestroy() m_Icon = null; } } - + List m_Ids; List m_Slots = new List(); public void GenerateNodeEntries() { // First build up temporary data structure containing group & title as an array of strings (the last one is the actual title) and associated node type. - List nodeEntries = new List(); - foreach (var assembly in AppDomain.CurrentDomain.GetAssemblies()) + var nodeEntries = new List(); + foreach (var type in TypeCache.GetTypesDerivedFrom()) { - foreach (var type in assembly.GetTypesOrNothing()) + if ((!type.IsClass || type.IsAbstract) + || type == typeof(PropertyNode) + || type == typeof(KeywordNode) + || type == typeof(SubGraphNode)) + continue; + + if (type.GetCustomAttributes(typeof(TitleAttribute), false) is TitleAttribute[] attrs && attrs.Length > 0) { - if (type.IsClass && !type.IsAbstract && (type.IsSubclassOf(typeof(AbstractMaterialNode))) - && type != typeof(PropertyNode) - && type != typeof(KeywordNode) - && type != typeof(SubGraphNode)) - { - var attrs = type.GetCustomAttributes(typeof(TitleAttribute), false) as TitleAttribute[]; - if (attrs != null && attrs.Length > 0) - { - var node = (AbstractMaterialNode)Activator.CreateInstance(type); - AddEntries(node, attrs[0].title, nodeEntries); - } - } + var node = (AbstractMaterialNode) Activator.CreateInstance(type); + AddEntries(node, attrs[0].title, nodeEntries); } } @@ -86,7 +83,7 @@ public void GenerateNodeEntries() var asset = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid)); var node = new SubGraphNode { asset = asset }; var title = asset.path.Split('/').ToList(); - + if (asset.descendents.Contains(m_Graph.assetGuid) || asset.assetGuid == m_Graph.assetGuid) { continue; @@ -206,8 +203,11 @@ class SearcherProvider : SearchWindowProvider { public Searcher.Searcher LoadSearchWindow() { - GenerateNodeEntries(); - + if (regenerateEntries) + { + GenerateNodeEntries(); + regenerateEntries = false; + } //create empty root for searcher tree var root = new List(); var dummyEntry = new NodeEntry(); @@ -262,7 +262,7 @@ public bool OnSearcherSelectEntry(SearcherItem entry, Vector2 screenMousePositio return false; var nodeEntry = (entry as SearchNodeItem).NodeGUID; - var node = nodeEntry.node; + var node = CopyNodeForGraph(nodeEntry.node); var drawState = node.drawState; @@ -293,6 +293,27 @@ public bool OnSearcherSelectEntry(SearcherItem entry, Vector2 screenMousePositio return true; } + public AbstractMaterialNode CopyNodeForGraph(AbstractMaterialNode oldNode) + { + var newNode = (AbstractMaterialNode)Activator.CreateInstance(oldNode.GetType()); + if (newNode is SubGraphNode subgraphNode) + { + subgraphNode.asset = ((SubGraphNode)oldNode).asset; + } + else if(newNode is PropertyNode propertyNode) + { + propertyNode.owner = m_Graph; + propertyNode.propertyGuid = ((PropertyNode)oldNode).propertyGuid; + propertyNode.owner = null; + } + else if(newNode is KeywordNode keywordNode) + { + keywordNode.owner = m_Graph; + keywordNode.keywordGuid = ((KeywordNode)oldNode).keywordGuid; + keywordNode.owner = null; + } + return newNode; + } } } diff --git a/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs b/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs index fcd2985c1de..0c0b12f8d81 100644 --- a/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Views/GraphEditorView.cs @@ -164,10 +164,12 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage EditorGUI.BeginChangeCheck(); GUILayout.Label("Precision"); - graph.concretePrecision = (ConcretePrecision)EditorGUILayout.EnumPopup(graph.concretePrecision, GUILayout.Width(100f)); - GUILayout.Space(4); + var precision = (ConcretePrecision)EditorGUILayout.EnumPopup(graph.concretePrecision, GUILayout.Width(100f)); if (EditorGUI.EndChangeCheck()) { + m_Graph.owner.RegisterCompleteObjectUndo("Changed Graph Precision"); + graph.concretePrecision = precision; + var nodeList = m_GraphView.Query().ToList(); m_ColorManager.SetNodesDirty(nodeList); graph.ValidateGraph(); @@ -256,11 +258,19 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage m_SearchWindowProvider.Initialize(editorWindow, m_Graph, m_GraphView); m_GraphView.nodeCreationRequest = (c) => { - m_SearchWindowProvider.connectedPort = null; - SearcherWindow.Show(editorWindow, (m_SearchWindowProvider as SearcherProvider).LoadSearchWindow(), - item => (m_SearchWindowProvider as SearcherProvider).OnSearcherSelectEntry(item, c.screenMousePosition - editorWindow.position.position), - c.screenMousePosition - editorWindow.position.position, null); + if (EditorWindow.focusedWindow == editorWindow) + { + m_SearchWindowProvider.connectedPort = null; + SearcherWindow.Show(editorWindow, (m_SearchWindowProvider as SearcherProvider).LoadSearchWindow(), + item => (m_SearchWindowProvider as SearcherProvider).OnSearcherSelectEntry(item, c.screenMousePosition - editorWindow.position.position), + c.screenMousePosition - editorWindow.position.position, null); + } }; + m_GraphView.RegisterCallback( evt => + { + //regenerate entries when graph view is refocused, to propogate subgraph changes + m_SearchWindowProvider.regenerateEntries = true; + }); m_EdgeConnectorListener = new EdgeConnectorListener(m_Graph, m_SearchWindowProvider, editorWindow); @@ -285,15 +295,14 @@ public GraphEditorView(EditorWindow editorWindow, GraphData graph, MessageManage void UpdateSubWindowsVisibility() { - if (m_UserViewSettings.isBlackboardVisible) - m_GraphView.Insert(m_GraphView.childCount, m_BlackboardProvider.blackboard); - else - m_BlackboardProvider.blackboard.RemoveFromHierarchy(); + // Master Preview and Blackboard both need to keep their layouts when hidden in order to restore user preferences. + // Because of their differences we do this is different ways, for now. + Blackboard needs to be effectively removed when hidden to avoid bugs. + m_MasterPreviewView.visible = m_UserViewSettings.isPreviewVisible; - if (m_UserViewSettings.isPreviewVisible) - m_GraphView.Insert(m_GraphView.childCount, m_MasterPreviewView); + if (m_UserViewSettings.isBlackboardVisible) + m_BlackboardProvider.blackboard.style.display = DisplayStyle.Flex; else - m_MasterPreviewView.RemoveFromHierarchy(); + m_BlackboardProvider.blackboard.style.display = DisplayStyle.None; } Action m_GraphViewGroupTitleChanged; @@ -535,14 +544,15 @@ void OnNodeChanged(AbstractMaterialNode inNode, ModificationScope scope) if (m_GraphView == null) return; + IEnumerable theViews = m_GraphView.nodes.ToList().OfType(); + var dependentNodes = new List(); NodeUtils.CollectNodesNodeFeedsInto(dependentNodes, inNode); foreach (var node in dependentNodes) { - var theViews = m_GraphView.nodes.ToList().OfType(); - var viewsFound = theViews.Where(x => x.node.guid == node.guid).ToList(); - foreach (var drawableNodeData in viewsFound) - drawableNodeData.OnModified(scope); + var nodeView = theViews.FirstOrDefault(x => x.node.guid == node.guid); + if (nodeView != null) + nodeView.OnModified(scope); } } @@ -562,6 +572,8 @@ public void HandleGraphChanges() } previewManager.RenderPreviews(); + if(m_Graph.addedInputs.Count() > 0 || m_Graph.removedInputs.Count() > 0) + m_SearchWindowProvider.regenerateEntries = true; m_BlackboardProvider.HandleGraphChanges(); m_GroupHashSet.Clear(); @@ -740,16 +752,14 @@ void UpdateBadges() if (!(m_GraphView.GetNodeByGuid(node.guid.ToString()) is MaterialNodeView nodeView)) continue; - if (messageData.Value.Count == 0) + if (messageData.Value.Count > 0) { - var badge = nodeView.Q(); - badge?.Detach(); - badge?.RemoveFromHierarchy(); + var foundMessage = messageData.Value.First(); + nodeView.AttachMessage(foundMessage.message, foundMessage.severity); } else { - var foundMessage = messageData.Value.First(); - nodeView.AttachMessage(foundMessage.message, foundMessage.severity); + nodeView.ClearMessage(); } } } @@ -970,6 +980,7 @@ void OnPrimaryMasterChanged() m_MasterPreviewView?.RemoveFromHierarchy(); CreateMasterPreview(); ApplyMasterPreviewLayout(); + UpdateSubWindowsVisibility(); } void HandleEditorViewChanged(GeometryChangedEvent evt) diff --git a/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs b/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs index 405273d37ea..86a5d77003b 100644 --- a/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Views/HlslFunctionView.cs @@ -77,7 +77,6 @@ private void Draw(CustomFunctionNode node) { node.owner.owner.RegisterCompleteObjectUndo("Change Function Source"); node.functionSource = guidString; - Draw(node); node.ValidateNode(); node.Dirty(ModificationScope.Graph); } diff --git a/com.unity.shadergraph/Editor/Drawing/Views/MasterNodeSettingsView.cs b/com.unity.shadergraph/Editor/Drawing/Views/MasterNodeSettingsView.cs new file mode 100644 index 00000000000..28112ddfc5d --- /dev/null +++ b/com.unity.shadergraph/Editor/Drawing/Views/MasterNodeSettingsView.cs @@ -0,0 +1,164 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Text.RegularExpressions; +using UnityEditor.Graphing; +using UnityEngine; +using UnityEditor.Graphing.Util; +using UnityEditor.Graphs.AnimationBlendTree; +using UnityEditor.Rendering; +using UnityEditor.ShaderGraph.Drawing.Controls; +using UnityEditor.UIElements; +using UnityEngine.UIElements; +using UnityEditor.ShaderGraph.Internal; +using UnityEngine.Rendering; +using UnityEngine.UI; +using Toggle = UnityEngine.UIElements.Toggle; + +namespace UnityEditor.ShaderGraph.Drawing +{ + class MasterNodeSettingsView : VisualElement + { + private const string k_InvalidShaderGUI = "No class named {0} which derives from ShaderGUI was found in this project."; + private const string k_ShaderGUIToolTip = "Provide a ShaderGUI class that will be used as the Material Inspector for Materials using this Shader Graph"; + + private ICanChangeShaderGUI m_CanChangeShaderGUI; + private AbstractMaterialNode m_MasterNode; + + private TextField m_ShaderGUITextField; + private PropertyRow m_OverrideFieldRow; + private PropertySheet m_PropertySheet; + + public MasterNodeSettingsView(AbstractMaterialNode node) + { + m_MasterNode = node; + m_CanChangeShaderGUI = node as ICanChangeShaderGUI; + if (m_CanChangeShaderGUI == null) + { + Debug.LogError("MasterNodeSettingsView should only used on Master Nodes that implement ICanChangeShaderGUI"); + } + } + + protected PropertySheet GetShaderGUIOverridePropertySheet() + { + m_PropertySheet = new PropertySheet(); + + Toggle enabledToggle = new Toggle(); + m_PropertySheet.Add(new PropertyRow(new Label("Override ShaderGUI")), (row) => + { + enabledToggle = new Toggle(); + row.Add(enabledToggle, (toggle) => + { + toggle.value = m_CanChangeShaderGUI.OverrideEnabled; + toggle.OnToggleChanged(ChangeOverrideEnabled); + }); + }); + + m_OverrideFieldRow = new PropertyRow(new Label("ShaderGUI")); + m_ShaderGUITextField = new TextField(); + m_OverrideFieldRow.Add(m_ShaderGUITextField, (text) => + { + text.isDelayed = true; + text.RegisterValueChangedCallback(ChangeShaderGUIOverride); + }); + + // Set up such that both fields have the correct values (if displayed) & spawn warning if needed + ProcessOverrideEnabledToggle(m_CanChangeShaderGUI.OverrideEnabled); + + m_PropertySheet.tooltip = k_ShaderGUIToolTip; + + return m_PropertySheet; + } + + private void ChangeOverrideEnabled(ChangeEvent evt) + { + m_MasterNode.owner.owner.RegisterCompleteObjectUndo("Override Enabled Change"); + ProcessOverrideEnabledToggle(evt.newValue); + } + + private void ChangeShaderGUIOverride(ChangeEvent evt) + { + ProcessShaderGUIField(evt.newValue, true); + } + + private void ProcessOverrideEnabledToggle(bool newValue) + { + string storedValue = m_CanChangeShaderGUI.ShaderGUIOverride; + + m_CanChangeShaderGUI.OverrideEnabled = newValue; + + // Display the ShaderGUI text field only when the override is enabled + if (m_CanChangeShaderGUI.OverrideEnabled) + { + m_PropertySheet.Add(m_OverrideFieldRow); + + ProcessShaderGUIField(storedValue, false); + } + else if (m_PropertySheet.Contains(m_OverrideFieldRow)) + { + m_PropertySheet.Remove(m_OverrideFieldRow); + } + + AddWarningIfNeeded(); + } + + private void ProcessShaderGUIField(string newValue, bool recordUndo) + { + if (newValue == null) + { + newValue = ""; + } + + string sanitizedInput = Regex.Replace(newValue, @"(?:[^A-Za-z0-9._])|(?:\s)", ""); + + if (sanitizedInput != m_CanChangeShaderGUI.ShaderGUIOverride) + { + if (recordUndo) + { + m_MasterNode.owner.owner.RegisterCompleteObjectUndo("ShaderGUI Change"); + } + + m_CanChangeShaderGUI.ShaderGUIOverride = sanitizedInput; + } + + m_ShaderGUITextField.value = m_CanChangeShaderGUI.ShaderGUIOverride; + + AddWarningIfNeeded(); + } + + // Add a warning to the node if the ShaderGUI is not found by Unity. + private void AddWarningIfNeeded() + { + if (m_CanChangeShaderGUI.OverrideEnabled && m_CanChangeShaderGUI.ShaderGUIOverride != null && !ValidCustomEditorType(m_CanChangeShaderGUI.ShaderGUIOverride)) + { + m_MasterNode.owner.messageManager?.ClearNodesFromProvider(this, m_MasterNode.ToEnumerable()); + m_MasterNode.owner.messageManager?.AddOrAppendError(this, m_MasterNode.tempId, + new ShaderMessage(string.Format(k_InvalidShaderGUI, m_CanChangeShaderGUI.ShaderGUIOverride), ShaderCompilerMessageSeverity.Warning)); + } + else + { + m_MasterNode.owner.messageManager?.ClearNodesFromProvider(this, m_MasterNode.ToEnumerable()); + } + } + + // Matches what trunk does to extract CustomEditors (Editor/Mono/Inspector/ShaderGUI.cs: ExtractCustomEditorType) + private bool ValidCustomEditorType(string customEditorName) + { + if (string.IsNullOrEmpty(customEditorName)) + { + return true; // No default, so this is valid. + } + + var unityEditorFullName = $"UnityEditor.{customEditorName}"; // For convenience: adding UnityEditor namespace is not needed in the shader + foreach (var type in TypeCache.GetTypesDerivedFrom()) + { + if (type.FullName.Equals(customEditorName, StringComparison.Ordinal) || type.FullName.Equals(unityEditorFullName, StringComparison.Ordinal)) + { + return typeof(ShaderGUI).IsAssignableFrom(type); + } + } + return false; + } + } + +} diff --git a/com.unity.shadergraph/Editor/Drawing/Views/MasterNodeSettingsView.cs.meta b/com.unity.shadergraph/Editor/Drawing/Views/MasterNodeSettingsView.cs.meta new file mode 100644 index 00000000000..6e7e6fe7f45 --- /dev/null +++ b/com.unity.shadergraph/Editor/Drawing/Views/MasterNodeSettingsView.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 81a2b49fe3ca1a94e92a36511b8329e7 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs b/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs index eab3b53ecc4..d427e236546 100644 --- a/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Views/MaterialGraphView.cs @@ -379,8 +379,11 @@ public void SetNodeExpandedOnSelection(bool state) graph.owner.RegisterCompleteObjectUndo("Toggle Expansion"); foreach (MaterialNodeView selectedNode in selection.Where(x => x is MaterialNodeView).Select(x => x as MaterialNodeView)) { - if(selectedNode.CanToggleExpanded()) + if (selectedNode.CanToggleExpanded()) + { selectedNode.expanded = state; + selectedNode.node.Dirty(ModificationScope.Topological); + } } } @@ -845,7 +848,7 @@ void CreateNode(object obj, Vector2 nodePosition) case ShaderKeyword keyword: { // This could be from another graph, in which case we add a copy of the ShaderInput to this graph. - if (graph.properties.FirstOrDefault(k => k.guid == keyword.guid) == null) + if (graph.keywords.FirstOrDefault(k => k.guid == keyword.guid) == null) { var copy = (ShaderKeyword)keyword.Copy(); graph.SanitizeGraphInputName(copy); diff --git a/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs b/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs index 194620b4d53..dd3be5f1331 100644 --- a/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Views/MaterialNodeView.cs @@ -164,10 +164,16 @@ public void Initialize(AbstractMaterialNode inNode, PreviewManager previewManage { AddToClassList("master"); + (m_GraphView as MaterialGraphView)?.graph.messageManager?.ClearAllFromProvider(this); if (!masterNode.IsPipelineCompatible(GraphicsSettings.renderPipelineAsset)) { - AttachMessage("The current render pipeline is not compatible with this master node.", ShaderCompilerMessageSeverity.Error); + (m_GraphView as MaterialGraphView)?.graph.messageManager?.AddOrAppendError(this, node.tempId, + new ShaderMessage("The active Master Node is not compatible with the current Render Pipeline," + + " or no Render Pipeline is assigned." + + " Assign a Render Pipeline in the graphics settings that is compatible with this Master Node.", + ShaderCompilerMessageSeverity.Error)); } + } m_NodeSettingsView = new NodeSettingsView(); @@ -225,11 +231,8 @@ public void AttachMessage(string errString, ShaderCompilerMessageSeverity severi public void ClearMessage() { var badge = this.Q(); - if(badge != null) - { - badge.Detach(); - badge.RemoveFromHierarchy(); - } + badge?.Detach(); + badge?.RemoveFromHierarchy(); } public VisualElement colorElement @@ -332,6 +335,7 @@ public override void BuildContextualMenu(ContextualMenuPopulateEvent evt) void SetMasterAsActive(DropdownMenuAction action) { + node.owner.owner.RegisterCompleteObjectUndo("Change Active Master"); node.owner.activeOutputNodeGuid = node.guid; } @@ -642,7 +646,7 @@ void UpdatePortInput(GeometryChangedEvent evt) { var port = (ShaderPort)evt.target; var inputViews = m_PortInputContainer.Children().OfType().Where(x => Equals(x.slot, port.slot)); - + // Ensure PortInputViews are initialized correctly // Dynamic port lists require one update to validate before init if(inputViews.Count() != 0) @@ -650,7 +654,7 @@ void UpdatePortInput(GeometryChangedEvent evt) var inputView = inputViews.First(); SetPortInputPosition(port, inputView); } - + port.UnregisterCallback(UpdatePortInput); } diff --git a/com.unity.shadergraph/Editor/Drawing/Views/PBRSettingsView.cs b/com.unity.shadergraph/Editor/Drawing/Views/PBRSettingsView.cs index f6f5a1c89ab..bd87ffb62b0 100644 --- a/com.unity.shadergraph/Editor/Drawing/Views/PBRSettingsView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Views/PBRSettingsView.cs @@ -10,12 +10,12 @@ namespace UnityEditor.ShaderGraph.Drawing { - class PBRSettingsView : VisualElement + class PBRSettingsView : MasterNodeSettingsView { PBRMasterNode m_Node; - public PBRSettingsView(PBRMasterNode node) + public PBRSettingsView(AbstractMaterialNode node) : base(node) { - m_Node = node; + m_Node = node as PBRMasterNode; PropertySheet ps = new PropertySheet(); @@ -63,6 +63,7 @@ public PBRSettingsView(PBRMasterNode node) toggle.OnToggleChanged(ChangeTwoSided); }); }); + ps.Add(new PropertyRow(new Label("DOTS instancing")), (row) => { row.Add(new Toggle(), (toggle) => @@ -73,6 +74,7 @@ public PBRSettingsView(PBRMasterNode node) }); Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeWorkFlow(ChangeEvent evt) @@ -104,7 +106,7 @@ void ChangeAlphaMode(ChangeEvent evt) void ChangeSpaceOfNormalDropOffMode(ChangeEvent evt) { - if (Equals(m_Node.normalDropOffSpace, evt.newValue)) + if (Equals(m_Node.normalDropOffSpace, evt.newValue)) return; m_Node.owner.owner.RegisterCompleteObjectUndo("Normal Space Drop-Off Mode Change"); diff --git a/com.unity.shadergraph/Editor/Drawing/Views/Slots/MultiFloatSlotControlView.cs b/com.unity.shadergraph/Editor/Drawing/Views/Slots/MultiFloatSlotControlView.cs index 323c7538696..9a82903ce18 100644 --- a/com.unity.shadergraph/Editor/Drawing/Views/Slots/MultiFloatSlotControlView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Views/Slots/MultiFloatSlotControlView.cs @@ -70,11 +70,12 @@ void AddField(Vector4 initialValue, int index, string subLabel) m_Node.Dirty(ModificationScope.Node); } }); - // Reset UndoGroup when done editing input field + // Reset UndoGroup when done editing input field & update title field.Q("unity-text-input").RegisterCallback(evt => - { - m_UndoGroup = -1; - }); + { + m_Node.owner.owner.isDirty = true; + m_UndoGroup = -1; + }); Add(field); } } diff --git a/com.unity.shadergraph/Editor/Drawing/Views/UnlitSettingsView.cs b/com.unity.shadergraph/Editor/Drawing/Views/UnlitSettingsView.cs index 27f801047e5..0ba0a1add39 100644 --- a/com.unity.shadergraph/Editor/Drawing/Views/UnlitSettingsView.cs +++ b/com.unity.shadergraph/Editor/Drawing/Views/UnlitSettingsView.cs @@ -1,7 +1,7 @@ using System; using System.Collections; using System.Collections.Generic; -using UnityEngine; +using UnityEditor.ShaderGraph; using UnityEditor.Graphing.Util; using UnityEditor.ShaderGraph.Drawing.Controls; using UnityEditor.UIElements; @@ -9,12 +9,12 @@ namespace UnityEditor.ShaderGraph.Drawing { - class UnlitSettingsView : VisualElement + class UnlitSettingsView : MasterNodeSettingsView { UnlitMasterNode m_Node; - public UnlitSettingsView(UnlitMasterNode node) + public UnlitSettingsView(AbstractMaterialNode node) : base(node) { - m_Node = node; + m_Node = node as UnlitMasterNode; PropertySheet ps = new PropertySheet(); @@ -46,6 +46,7 @@ public UnlitSettingsView(UnlitMasterNode node) }); Add(ps); + Add(GetShaderGUIOverridePropertySheet()); } void ChangeSurface(ChangeEvent evt) diff --git a/com.unity.shadergraph/Editor/Importers/ShaderGraphAssetPostProcessor.cs b/com.unity.shadergraph/Editor/Importers/ShaderGraphAssetPostProcessor.cs index 30d94fa4a24..1ba5dd6a4c8 100644 --- a/com.unity.shadergraph/Editor/Importers/ShaderGraphAssetPostProcessor.cs +++ b/com.unity.shadergraph/Editor/Importers/ShaderGraphAssetPostProcessor.cs @@ -43,15 +43,35 @@ static void UpdateAfterAssetChange(string[] newNames) } } + static void DisplayDeletionDialog(string[] deletedAssets) + { + MaterialGraphEditWindow[] windows = Resources.FindObjectsOfTypeAll(); + foreach (var matGraphEditWindow in windows) + { + for (int i = 0; i < deletedAssets.Length; ++i) + { + if (matGraphEditWindow.selectedGuid == AssetDatabase.AssetPathToGUID(deletedAssets[i])) + matGraphEditWindow.AssetWasDeleted(); + } + } + } + static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths) { RegisterShaders(importedAssets); - bool anyShaders = movedAssets.Any(val => val.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)); - anyShaders |= movedAssets.Any(val => val.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)); - if (anyShaders) + //Moved Assets + bool anyMovedShaders = movedAssets.Any(val => val.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)); + anyMovedShaders |= movedAssets.Any(val => val.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)); + if (anyMovedShaders) UpdateAfterAssetChange(movedAssets); + //Deleted Assets + bool anyRemovedShaders = deletedAssets.Any(val => val.EndsWith(ShaderGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)); + anyRemovedShaders |= deletedAssets.Any(val => val.EndsWith(ShaderSubGraphImporter.Extension, StringComparison.InvariantCultureIgnoreCase)); + if (anyRemovedShaders) + DisplayDeletionDialog(deletedAssets); + var windows = Resources.FindObjectsOfTypeAll(); var changedGraphGuids = importedAssets diff --git a/com.unity.shadergraph/Editor/Internal/Data/KeywordEntry.cs b/com.unity.shadergraph/Editor/Internal/Data/KeywordEntry.cs index 0139b09a335..b7d24f06dc5 100644 --- a/com.unity.shadergraph/Editor/Internal/Data/KeywordEntry.cs +++ b/com.unity.shadergraph/Editor/Internal/Data/KeywordEntry.cs @@ -5,10 +5,11 @@ namespace UnityEditor.ShaderGraph.Internal [Serializable] public struct KeywordEntry { - public int id; + public int id; // Used to determine what MaterialSlot an entry belongs to public string displayName; public string referenceName; + // In this case, we will handle the actual IDs later public KeywordEntry(string displayName, string referenceName) { this.id = -1; diff --git a/com.unity.shadergraph/Editor/ShaderGraphAnalytics.cs b/com.unity.shadergraph/Editor/ShaderGraphAnalytics.cs index c346bb93d92..ac88b02e41c 100644 --- a/com.unity.shadergraph/Editor/ShaderGraphAnalytics.cs +++ b/com.unity.shadergraph/Editor/ShaderGraphAnalytics.cs @@ -34,7 +34,7 @@ public static void SendShaderGraphEvent(string assetGuid, GraphData graph) { //The event shouldn't be able to report if this is disabled but if we know we're not going to report //Lets early out and not waste time gathering all the data - if (!UnityEngine.Analytics.Analytics.enabled) + if (!EditorAnalytics.enabled) return; if (!EnableAnalytics()) diff --git a/com.unity.shadergraph/Editor/Util/Documentation.cs b/com.unity.shadergraph/Editor/Util/Documentation.cs index c32f073c708..507382457f8 100644 --- a/com.unity.shadergraph/Editor/Util/Documentation.cs +++ b/com.unity.shadergraph/Editor/Util/Documentation.cs @@ -5,15 +5,17 @@ namespace UnityEngine.Rendering.ShaderGraph { //Need to live in Runtime as Attribute of documentation is on Runtime classes \o/ - class Documentation : DocumentationInfo + internal class Documentation { //This must be used like //[HelpURL(Documentation.baseURL + Documentation.version + Documentation.subURL + "some-page" + Documentation.endURL)] //It cannot support String.Format nor string interpolation internal const string baseURL = "https://docs.unity3d.com/Packages/com.unity.shadergraph@"; + internal const string version = "8.3"; internal const string subURL = "/manual/"; internal const string endURL = ".html"; + internal static string GetPageLink(string pageName) { return baseURL + version + subURL + pageName + endURL; diff --git a/com.unity.shadergraph/README.md b/com.unity.shadergraph/README.md index c632bbe659b..f8b958b2e3d 100644 --- a/com.unity.shadergraph/README.md +++ b/com.unity.shadergraph/README.md @@ -10,7 +10,7 @@ This repository is under active development. Everything is subject to change. Th ## Instructions -At the moment we recommend using Shader Graph through the [SRP repository](https://github.com/Unity-Technologies/ScriptableRenderPipeline), which has the Shader Graph submodule setup as a submodule. Otherwise you will not have any Master Node backends available and thus your shaders will be pink. This also ensure that you get a compatible set of render pipeline and Shader Graph versions. Otherwise, carry on with the following instructions. +At the moment we recommend using Shader Graph through the [SRP repository](https://github.com/Unity-Technologies/Graphics), which has the Shader Graph submodule setup as a submodule. Otherwise you will not have any Master Node backends available and thus your shaders will be pink. This also ensure that you get a compatible set of render pipeline and Shader Graph versions. Otherwise, carry on with the following instructions. **Requires Unity 2018.1 Beta** diff --git a/com.unity.shadergraph/package.json b/com.unity.shadergraph/package.json index 40e187129d6..9208167efcd 100644 --- a/com.unity.shadergraph/package.json +++ b/com.unity.shadergraph/package.json @@ -1,12 +1,12 @@ { "name": "com.unity.shadergraph", "description": "The Shader Graph package adds a visual Shader editing tool to Unity. You can use this tool to create Shaders in a visual way instead of writing code. Specific render pipelines can implement specific graph features. Currently, both the High Definition Rendering Pipeline and the Universal Rendering Pipeline support Shader Graph.", - "version": "8.0.0", + "version": "8.3.0", "unity": "2020.1", - "unityRelease": "0a23", + "unityRelease": "0b15", "displayName": "Shader Graph", "dependencies": { - "com.unity.render-pipelines.core": "8.0.0", + "com.unity.render-pipelines.core": "8.3.0", "com.unity.searcher": "4.0.9" }, "samples" :[ diff --git a/com.unity.template-hd/Assets/.empty b/com.unity.template-hd/Assets/.empty new file mode 100644 index 00000000000..e69de29bb2d diff --git a/com.unity.template-hd/Assets/ExampleAssets.meta b/com.unity.template-hd/Assets/ExampleAssets.meta new file mode 100644 index 00000000000..04d9cc3277f --- /dev/null +++ b/com.unity.template-hd/Assets/ExampleAssets.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 46bb990f49fc0f64db3320186a780872 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git 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assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Assets/Readme.asset b/com.unity.template-hd/Assets/Readme.asset new file mode 100644 index 00000000000..89eb25de88e --- /dev/null +++ b/com.unity.template-hd/Assets/Readme.asset @@ -0,0 +1,73 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!114 &11400000 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 0} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: fcf7219bab7fe46a1ad266029b2fee19, type: 3} + m_Name: Readme + m_EditorClassIdentifier: + icon: {fileID: 2800000, guid: 9b84c330de497af4793fd7b376afed13, type: 3} + title: High-Definition Render Pipeline + sections: + - heading: + text: This template is a good starting point for projects aiming at High-end Graphics + and developed for platforms that support Shader Model 5.0 (DX11 + and above). This template utilizes the High Definition Render Pipeline (HDRP), + a modern rendering pipeline that includes advanced material types and a configurable + hybrid tile/cluster deferred/forward lighting architecture. This template also includes the Shader Graph tool, Visual Effect Graph tool, several Presets to jump start development, and example content. + linkText: + url: + - heading: + text: This project uses the Package Manager to bring you the latest features + Unity has to offer. Open the Package Manager from Windows > Package Manager + and make sure you're using the most recent version of HDRP. To update packages, select your desired package from the list on the + left, and click the Update to button in the bottom right corner. + linkText: + url: + - heading: Documentation + text: 'To read more about HDRP please see the HDRP documentation :' + linkText: High Definition Render Pipeline + url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html + - heading: + text: 'HDRP uses its own implementation of post-processing. It uses the Volume system to allow + you to localize post-processing effects to a certain area of your Scene. For + more information about post-processing and the Volume system, see the pages :' + linkText: Post-processing + url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Post-Processing-Main.html?preview=1 + - heading: + text: + linkText: Volumes System + url: https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html?subfolder=/manual/Volumes.html?preview=1 + - heading: Sample Content + text: 'The Unity HDRI Pack is a great resource when working with HDRP. You can use the HDRIs in this pack with the Look Dev tool. Download the Unity HDRI Pack here:' + linkText: HDRI Package + url: https://assetstore.unity.com/packages/essentials/beta-projects/unity-hdri-pack-72511 + - heading: + text: 'Examples of complex projects that use HDRP :' + - heading: + text: 'The Fontainebleau project contains examples of complex Material usage, volumetric effects, decals, Shader Graphs, and more.' + linkText: Fontainbleau demo + url: https://github.com/Unity-Technologies/FontainebleauDemo + - heading: + text: 'The Spaceship project uses the Visual Effect Graph to showcase high quality visual effects. This project also shows how to use scripting and user interaction to trigger visual effects.' + linkText: Spaceship demo + url: https://github.com/Unity-Technologies/SpaceshipDemo + - heading: + text: 'The VR Alchemist Lab project is a small medieval laboratory that showcases HDRP rendering features in VR. This project also shows interactive effects.' + linkText: VR Alchemist Lab demo + url: https://github.com/Unity-Technologies/VRAlchemyLab + - heading: Ray tracing (Preview) + text: 'This version of HDRP includes a preview of Ray tracing features. 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public void SetFromTransform(Transform t) + { + pitch = t.eulerAngles.x; + yaw = t.eulerAngles.y; + roll = t.eulerAngles.z; + x = t.position.x; + y = t.position.y; + z = t.position.z; + } + + public void Translate(Vector3 translation) + { + Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; + + x += rotatedTranslation.x; + y += rotatedTranslation.y; + z += rotatedTranslation.z; + } + + public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) + { + yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); + pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); + roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); + + x = Mathf.Lerp(x, target.x, positionLerpPct); + y = Mathf.Lerp(y, target.y, positionLerpPct); + z = Mathf.Lerp(z, target.z, positionLerpPct); + } + + public void UpdateTransform(Transform t) + { + t.eulerAngles = new Vector3(pitch, yaw, roll); + t.position = new Vector3(x, y, z); + } + } + + CameraState m_TargetCameraState = new CameraState(); + CameraState m_InterpolatingCameraState = new CameraState(); + + [Header("Movement Settings")] + [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] + public float boost = 3.5f; + + [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] + public float positionLerpTime = 0.2f; + + [Header("Rotation Settings")] + [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] + public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); + + [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] + public float rotationLerpTime = 0.01f; + + [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] + public bool invertY = false; + + void OnEnable() + { + m_TargetCameraState.SetFromTransform(transform); + m_InterpolatingCameraState.SetFromTransform(transform); + } + + Vector3 GetInputTranslationDirection() + { + Vector3 direction = new Vector3(); + if (Input.GetKey(KeyCode.W)) + { + direction += Vector3.forward; + } + if (Input.GetKey(KeyCode.S)) + { + direction += Vector3.back; + } + if (Input.GetKey(KeyCode.A)) + { + direction += Vector3.left; + } + if (Input.GetKey(KeyCode.D)) + { + direction += Vector3.right; + } + if (Input.GetKey(KeyCode.Q)) + { + direction += Vector3.down; + } + if (Input.GetKey(KeyCode.E)) + { + direction += Vector3.up; + } + return direction; + } + + void Update() + { + Vector3 translation = Vector3.zero; + +#if ENABLE_LEGACY_INPUT_MANAGER + + // Exit Sample + if (Input.GetKey(KeyCode.Escape)) + { + Application.Quit(); + #if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; + #endif + } + // Hide and lock cursor when right mouse button pressed + if (Input.GetMouseButtonDown(1)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + // Unlock and show cursor when right mouse button released + if (Input.GetMouseButtonUp(1)) + { + Cursor.visible = true; + Cursor.lockState = CursorLockMode.None; + } + + // Rotation + if (Input.GetMouseButton(1)) + { + var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); + + var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); + + m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; + m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; + } + + // Translation + translation = GetInputTranslationDirection() * Time.deltaTime; + + // Speed up movement when shift key held + if (Input.GetKey(KeyCode.LeftShift)) + { + translation *= 10.0f; + } + + // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) + boost += Input.mouseScrollDelta.y * 0.2f; + translation *= Mathf.Pow(2.0f, boost); + +#elif USE_INPUT_SYSTEM + // TODO: 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100644 index 00000000000..f59f0996676 --- /dev/null +++ b/com.unity.template-hd/Assets/TutorialInfo/Scripts/Editor.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: 3ad9b87dffba344c89909c6d1b1c17e1 +folderAsset: yes +timeCreated: 1475593892 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/com.unity.template-hd/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs new file mode 100644 index 00000000000..cf822040e0f --- /dev/null +++ b/com.unity.template-hd/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs @@ -0,0 +1,160 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +[CustomEditor(typeof(Readme))] +[InitializeOnLoad] +public class ReadmeEditor : Editor { + + static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + static float kSpace = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) + { + var readme = SelectReadme(); + SessionState.SetBool(kShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); + } + + [MenuItem("Tutorial/Show Tutorial Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[]{readmeObject}; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + GUILayout.Space(kSpace); + } + } + + + bool m_Initialized; + + GUIStyle LinkStyle { get { return m_LinkStyle; } } + [SerializeField] GUIStyle m_LinkStyle; + + GUIStyle TitleStyle { get { return m_TitleStyle; } } + [SerializeField] GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle { get { return m_HeadingStyle; } } + [SerializeField] GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle { get { return m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + m_BodyStyle.richText = true; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontStyle = FontStyle.Bold; + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI (); + + EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); + + return GUI.Button (position, label, LinkStyle); + } +} + diff --git a/com.unity.template-hd/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/com.unity.template-hd/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta new file mode 100644 index 00000000000..f03861810b1 --- /dev/null +++ b/com.unity.template-hd/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 476cc7d7cd9874016adc216baab94a0a +timeCreated: 1484146680 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Assets/TutorialInfo/Scripts/Readme.cs b/com.unity.template-hd/Assets/TutorialInfo/Scripts/Readme.cs new file mode 100644 index 00000000000..48843dbfd7d --- /dev/null +++ b/com.unity.template-hd/Assets/TutorialInfo/Scripts/Readme.cs @@ -0,0 +1,14 @@ +using System; +using UnityEngine; + +public class Readme : ScriptableObject { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section { + public string heading, text, linkText, url; + } +} diff --git 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b/com.unity.template-hd/Assets/VFXDefaultResources.asset.meta new file mode 100644 index 00000000000..22b46024af5 --- /dev/null +++ b/com.unity.template-hd/Assets/VFXDefaultResources.asset.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: e4d61d0c025b6104a84e8f905e1a34f6 +NativeFormatImporter: + externalObjects: {} + mainObjectFileID: 0 + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/CONTRIBUTING.md b/com.unity.template-hd/CONTRIBUTING.md new file mode 100644 index 00000000000..9f299b10e98 --- /dev/null +++ b/com.unity.template-hd/CONTRIBUTING.md @@ -0,0 +1,9 @@ +# Contributing + +## If you are interested in contributing, here are some ground rules: +* ... Define guidelines & rules for what contributors need to know to successfully make Pull requests against your repo ... + +## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) +By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. + +## Once you have a change ready following these ground rules. Simply make a pull request diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/.npmignore b/com.unity.template-hd/Packages/com.unity.template.hd/.npmignore new file mode 100644 index 00000000000..bcb169b28a6 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/.npmignore @@ -0,0 +1,10 @@ +ProjectData~/ProjectSettings/ProjectVersion.txt +ProjectData~/Assets/Tests/* +ProjectData~/Assets/Tests.meta +ProjectData~/Assets/Scenes.meta +.npmrc +.npmignore +.gitignore +QAReport.md +QAReport.md.meta +.gitlab-ci.yml diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/CHANGELOG.md b/com.unity.template-hd/Packages/com.unity.template.hd/CHANGELOG.md new file mode 100644 index 00000000000..3f26091bcf0 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/CHANGELOG.md @@ -0,0 +1,230 @@ +# Changelog +All notable changes to this project template will be documented in this file. + +The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) +and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). + +## [8.3.0] - 2020-07-23 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.2.0] - 2020-04-27 + +- Updated version to HighDefinition RP version 8.2.0 + +## [8.1.0] - 2020-03-25 + +### Changed +- Updated version to HighDefinition RP version 8.1.0 + +## [7.1.7] - 2019-12-3 +- Editor will force text serialization to occur on one line + +## [7.1.6] - 2019-11-22 +- Update HDRP package to 7.1.6 +- Update Samplescene lights to use scalability settings and set correct radius and angular diameter property + +## [7.1.5] - 2019-11-15 +- Update HDRP package to 7.1.5 + +## [7.1.2] - 2019-09-13 + + - Physics2D.reuseCollisionCallbacks now defaults to true + +## [7.1.1] - 2019-09-05 + +- Updated HDRP Package +- Updated Fog components + +## [7.0.3] - 2019-08-09 + +- Added Stadia to QualitySettings.asset + +## [7.0.2] - 2019-08-05 +- PlayerSettings.graphicsJobs is now false for Mac, iOS, Android, tvOS platforms + +## [7.0.1] - 2019-07-25 +- Updated HDRP package to 7.0.1 + +## [7.0.0] - 2019-07-12 +- Updated HDRP package to 7.0.0 + +## [4.0.0] - 2019-04-30 +- removed legacyinputhelpers package from the manifest. +- rolled major version to support new version of unity + +## [3.2.4] - 2019-04-23 +- Graphics API for iOS is not longer automatic and removed GLES2 from list + +## [3.2.3] - 2019-03-15 +- Fixed incorrect default property setting for ProjectSettings.SupportedNpadStyles + +## [3.2.2] - 2019-03-13 +- EditorSettings.lineEndingsForNewScripts property now defaults to OSNative. + +## [3.2.1] - 2019-03-05 +- PlayerSettings.displayResolutionDialog property now defaults to false. + +## [3.2.0] - 2019-02-21 +- Fixing a bug in the Readme.asset . +- Updating HD version for bug fixes. + +## [3.1.0] - 2019-02-19 +- Updating readme with information for package manager. + +## [3.0.0] - 2019-02-12 +- Updating HD version 6.0.0-preview +- Removing deprecating packages from manifest + +## [2.4.0] - 2019-02-11 +- Graphics API for LInux is now manually set to Vulkan. + +## [2.3.0] - 2019-02-08 +- setup post processing v3 +- remove post processing v2 profiles +- apply TAA on the camera +- tweak sunlight color and intensity +- reset HDRP asset default values +- change max shadow distance and cascade settings to fix https://fogbugz.unity3d.com/f/cases/1098489/ +- keep only one quality setting +- populate HDRPDefaultResources folder for the new "New scene" workflow +- Player settings : uncheck "Clamp blendshapes" +- Graphics settings : tier settings reset to default +- Preset manager : Remove default presets for diffusion profile asset and light + +## [2.2.0] - 2019-02-04 +- Corrected some default values in project settings. + +## [2.1.0] 2019-02-01 +- Fixed `-preview` tag on HD version 5.3.1 +- Updated default settings in HDRP Asset + +## [2.0.0] - 2019-01-30 +- Updating HD version 5.3.1 +- Enable HoloLens `depthBufferSharingEnabled` by default. + +## [1.4.2] - 2019-01-22 + +### Changed +- Removing unneeded manifest entries + +## [1.4.1] - 2018-12-07 + +### Changed +- Updating HD version 5.2.3 + +## [1.4.0] - 2018-12-06 + +### Changed +- Updating HD version 5.2.2-preview +- Changed antialiasing to TAA + +## [1.3.0] - 2018-11-27 + +### Changed +- Updating HD version 5.2.1-preview + +## [1.2.0] - 2018-11-27 + +### Changed +- Updating HD version 5.2.0-preview +- Update new project templates to use 4.x scripting runtime + +## [1.1.1] - 2018-11-08 + +### Fixed +- Physics.reuseCollisionCallbacks property now defaults to true. +- Physics2D.reuseCollisionCallbacks property now defaults to true. +- Physics.autoSyncTransforms property now defaults to false. +- Physics2D.autoSyncTransforms property now defaults to false. + +## [1.1.0] - 2018-10-24 + +### Changed +- Updating HD version +- AndroidTVCompatibility to false + +## [1.0.6] - 2018-09-24 + +### Changed +- Oculus XR settings default to dash support and depth export enabled. +- updated default webgl memory size +- updated default upload manager ring buffer to 16mb +- HD updated to 4.0.0-preview +- updating PP Vinette to be less extreme +- fixing position of reflection probes + +## [1.0.5] - 2018-09-06 + +### Changed +- Updated HD version number + +## [1.0.4] - 2018-07-17 + +### Changed +- Migrating old templates into package format +- Updating version +- adjusting spot light value for upgrade +- adding collider to ground + +## [1.0.3] - 2018-06-01 + +### Changed +- Package updates +- Static Mesh import settings have been updated to show best options (was default import settings before) +- Fixed default values for SSS +- Fixed default values for probe cache size +- Fog Height Attenuation updated +- Adding to readme about hdri asset store item + +## [1.0.2] - 2018-x-xx + +### Changed +- Blendshape setting, version update + +## [1.0.1] - 2018-x-xx + +### Changed +- Version Update + +## [1.0.0] - 2018-2-25 + +### Added +- Sample static meshes to show best practices +- Light probs +- Reflection Probs + +### Changed +- Removed cinemachine and text mesh pro +- Updated package version for HD +- Additional setting and lighting polish +- Removing basic content (red cube) + +## [0.0.5] - 2018-1-26 + +### Changed +- Updating to HD version 0.1.26, changes to lighting settings + +## [0.0.4] - 2017-12-20 + +### Changed +- Updating to HD version 0.1.21 + +## [0.0.3] - 2017-12-18 + +### Changed +- Removing motion blur from post + +## [0.0.2] - 2017-12-15 + +### Added +- Scene settings and basic sample content setup appropriately for the High Definition render pipeline + +###Changed +- Updated to include important settings for High Definition render pipeline. + +## [0.0.1] - 2017-12-07 + +### Added +- Initial creation of HD Template *Unity Package \com.unity.template.HD*. diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/CHANGELOG.md.meta b/com.unity.template-hd/Packages/com.unity.template.hd/CHANGELOG.md.meta new file mode 100644 index 00000000000..569e28a00d7 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 92c202db7fce20c4cbeb62fb250b2965 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md new file mode 100644 index 00000000000..7498592e2fb --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/hd.md @@ -0,0 +1,48 @@ +# _High Definition Project Template_ # + +This template is a good starting point for people focused on high-end graphics that want to develop games for platforms that support Shader Model 5.0 (DX11 and above). +This template utilizes the High Definition Render Pipeline, a modern rendering pipeline that includes advanced material types and a configurable hybrid tile/cluster deferred/forward lighting architecture. +This template also includes the new Shadergraph tool, Post-Processing stack, several Presets to jump start development, and example content. + +This Project Template uses the following features: + +* High Definition Render Pipeline - For more information, see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html). +* Shader Graph tool - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on the Shader Graph, see the [Shader Graph documentation](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html). +* Post-processing stack - The Post-Processing Stack enables artists and designers to apply full -screen filters to scenes using an artist-friendly interface. For more information, see the wiki on the Post-Processing GitHub repository. + +## Using the _High Definition Project Template_ ## + +This Template utilizes the High Definition Render Pipeline. + +The High-Definition Render Pipeline prioritizes stunning, high-fidelity visuals and is intended for high-end hardware: GPU-compute-capable consoles, and PC hardware (DX11 and above, Xbox One, PS4, Metal (macOS), +and Vulkan (PC)). + +Because this Template was created to deliver great visuals the render pipeline asset, project, lighting, and post-processing settings have been tuned with a high-end experience in mind. This makes it a great starting point +for developers who want to make games with realistic, believable graphics that target high-end platforms and utilize the latest in rendering advancements. + +This Template also includes default content intended to showcase how to set up lighting, materials, and post-processing for the best results with the high definition render pipeline. The content itself provides a good reference for how to lightmap your meshes +(for meshes marked as Lightmap Static), place light probes, and author textures for use with the High Definition PBR material. + +If you don’t want the example content in the scene you can easily delete it by deleting the ExampleAssets Object in the Hierarchy and ExampleAssets folder in the Project’s asset directory. + +![What to Delete](images/what_to_delete.png) + +This will remove all the example content without breaking any Post-Processing or lighting settings. From here you can add your own meshes to this scene and have a well-lit asset without any additional work. + +By default you will now find a script on the Camera that allows for simple WASD navigation through the scene and the speed of your movement is tunable via the camera inspector. +This allows you to quickly navigate while in Play to inspect your geometry without having to write any C# code. + +There are also a number of presets included in the scene and these have been tuned for use with the high definition render pipeline. + +The High-Definition Scriptable Render pipeline introduces a lot of new features, some of which you’ll see right away when exploring this Template. These include a new light editor with several additional light properties, +new materials with new options (including several advanced material types such as subsurface and clear coat), volume-based scene settings (these control aspects of your projects such as your sky, fog, +and shadow cascade settings), and a subsurface profile asset that includes examples for skin and foliage. + +![What to Delete](images/volumesettings.png) + +![What to Delete](images/SSSsettings.png) + +Some other new features accessible in this template include a large suite of new debug options, Layered Materials, Decals, and real-time Area Lights. + +## Document revision history +|July 17, 2018|Initial Documentation Pass Added| diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/SSSsettings.png b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/SSSsettings.png new file mode 100644 index 00000000000..4ef88fdaecd --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/SSSsettings.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:04f58a964bcc9ef16d8af7c13e86a51b43fd84ec44125deb5a4285496e37582e +size 198782 diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/template_in_new_project.png b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/template_in_new_project.png new file mode 100644 index 00000000000..7b9693292da --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/template_in_new_project.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:99007ae027a377e71b5bd4d766a13879c116b1a94a5d268ca07ad4cfa2895b30 +size 125733 diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/volumesettings.png b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/volumesettings.png new file mode 100644 index 00000000000..42b27e88c9c --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/volumesettings.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ceb962d434bdf27e905063e1429c54b40e3d059b0bf7c1499979b6b8f9c46b0a +size 203041 diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/what_to_delete.png b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/what_to_delete.png new file mode 100644 index 00000000000..b2e9495b65e --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Documentation~/images/what_to_delete.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:17e9d61c8d7eb6f2253ed53bf03f491224d7388a1eb66e6e28830b719ef4a7d4 +size 167441 diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/LICENSE.md b/com.unity.template-hd/Packages/com.unity.template.hd/LICENSE.md new file mode 100644 index 00000000000..1cbde3a4763 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/LICENSE.md @@ -0,0 +1,5 @@ +com.unity.template.hd copyright © 2020 Unity Technologies ApS + +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). + +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. \ No newline at end of file diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/LICENSE.md.meta b/com.unity.template-hd/Packages/com.unity.template.hd/LICENSE.md.meta new file mode 100644 index 00000000000..3cc9663b5b1 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2001c8b20c48a30458b08b8e3e79094b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/QAReport.md b/com.unity.template-hd/Packages/com.unity.template.hd/QAReport.md new file mode 100644 index 00000000000..28f658f2dfd --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/QAReport.md @@ -0,0 +1,19 @@ +# Quality Report +Use this file to outline the test strategy for this package. + +## QA Owner: Wyatt Sanders +## UX Owner: [*Add Name*] + +## Test strategy +*Use this section to describe how this feature was tested.* +* A link to the Test Plan https://docs.google.com/document/d/1QqrLu-EpAqqTMVqaSVhy9lKui3B1crPlaVGjEGA1Nas/edit + + +## Package Status +Use this section to describe: +* UX status/evaluation results +* package stability +* known bugs, issues +* performance metrics, +* etc + diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/QAReport.md.meta b/com.unity.template-hd/Packages/com.unity.template.hd/QAReport.md.meta new file mode 100644 index 00000000000..c41adbd0e9e --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/QAReport.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: aaa427b34f04daf4dad05062087bc79f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/README.md b/com.unity.template-hd/Packages/com.unity.template.hd/README.md new file mode 100644 index 00000000000..dd79381b7cd --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/README.md @@ -0,0 +1,84 @@ +## The Master branch is currently targeting 19.3 ## + +# About _High Definition Project Template_ + +This template is a good starting point for people focused on high-end graphics that want to develop games for platforms that support Shader Model 5.0 (DX11 and above). +This template utilizes the High Definition Render Pipeline, a modern rendering pipeline that includes advanced material types and a configurable hybrid tile/cluster deferred/forward lighting architecture. +This template also includes the new Shadergraph tool, Post-Processing stack, several Presets to jump start development, and example content. + +This Project Template uses the following features: + +* High Definition Render Pipeline - For more information, see the documentation. +* Shader Graph tool - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on the Shader Graph, see the documentation. +* Visual Effect Graph tool - This tool allows you to create particles system using a visual node editor instead of writing code. For more information on the Visual Effect Graph, see the documentation. + +## Template CI +CI has been added to the project and it will test your template on every commit on `Yamato`. +This will validate that the template package as well as embedded packages (if any) have the right structure, have tests and do not create console logs when opened with Unity. +The CI will also automatically test the template as it would be used by a user on multiple editor versions and OS. +You might need to tweak the list of editors and OS you want to test the template on. For more information, please [go here](https://confluence.hq.unity3d.com/pages/viewpage.action?spaceKey=PAK&title=Setting+up+your+package+CI) + +`Note`: To make use of the CI, your repository must be added to Yamato. +Log in to [Yamato](https://yamato.cds.internal.unity3d.com/) and click on the Project + button on the top right. This will open a dialog asking for you to specify a git url and project name. + +## Trying out your template locally. + +If you want to test your template locally from a user's perspective, you will need to make it available to a Unity Editor. This can be accomplished by following these steps: + +1. Use upm-ci tools to test your template + + You need to make sure you have `Node.js` and `npm` _(install it from [here](https://nodejs.org/en/))_ installed on your machine to package successfully, as the script calls `npm` under the hood for packaging and publishing. The script is tested with `node@v10.16.0` and `npm@5.6.0`. + Install globally the upm-ci package: + + ```npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm``` + + 1. **To run all your template tests** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template test -u 2018.3``` + + You can test against many versions of Unity with the -u parameter: + + - Testing on a specific version: use `-u 2019.1.0a13` + - Testing on a latest release of a version: use `-u 2019.1` + - Testing on the latest available trunk build: use `-u trunk` + - Testing on a specific branch: use `-u team-name/my-branch` + - Testing on a specific revision: use `-u 3de2277bb0e6` + - Testing with an editor installed on your machine: use `-u /absolute/path/to/the/folder/containing/Unity.app/or/Unity.exe` + + By default, this will download the desired version of the editor in a .Editor folder created in the current working directory. + + 1. **To test what a user would see** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template pack``` + This will generate a folder /upm-ci~/templates/ containing a .tgz file of your converted template. + + 1. Include the tarballed template package in Unity editor + + You can then copy the template's `tgz` package file in Unity in one of these paths to make it available in the editor when creating new projects: + + 1. Mac: `/Contents/Resources/PackageManager/ProjectTemplates` + + 1. Windows: `/Data/Resources/PackageManager/ProjectTemplates` + + 1. Preview your project template + + Open Unity Hub. Locate the editor to which you added your template to. + When creating a new project, you should see your template in the templates list: + + ![Template in new project](Packages/com.unity.template.mytemplate/Documentation~/images/template_in_new_project.png) + + Note: f you are launching the Unity editor without the hub, you will not see additional templates in the list. + +## Publishing your template for use in the Editor + +The first step to get your package published to production for public consumption is to send it to the candidates repository, where it can be evaluated by QA and Release Management. You can publish your template to the candidates repository through the added CI, which is the **recommended** approach. + +1. Once you are ready to publish a new version, say version `1.0.0`, you can add a git tag `rc-1.0.0` to the commit you want to publish. The CI will validate and then publish your template to `candidates`. + +1. Request that your template package be published to production by [filling out the following form](https://docs.google.com/forms/d/e/1FAIpQLSeEOeWszG7F5mx_VEYm8SrjcIajxa5WoLXh-yhLvw8odsEnaQ/viewform) + +1. Once your template is published to production, the last step is to create the Ono PR to include your template with a Unity Release, and have it be discovered in the Hub. To do so, create a branch that includes your template in `External/PackageManager/Editor/editor_installer.json` + +`Note`: You can retrieve a version of your template package as an artifact from CI pipelines following any commit made to your repository. This will allow you to easily test a change at any point during your development. diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/README.md.meta b/com.unity.template-hd/Packages/com.unity.template.hd/README.md.meta new file mode 100644 index 00000000000..96c73eaa99d --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2cb59ae9490cd7840be7b8ab88c4a51b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests.meta b/com.unity.template-hd/Packages/com.unity.template.hd/Tests.meta new file mode 100644 index 00000000000..355d21d8315 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 924d4b5fe8fcc4176a3a4d7623a25859 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor.meta b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor.meta new file mode 100644 index 00000000000..5d3e347ef2c --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 607865c1ed1a449b1b28e1e61b08f24f +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests.meta b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests.meta new file mode 100644 index 00000000000..c6246d802a3 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 8a1c6c4bd9e7644a1b5b1bcb75ebecb3 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs new file mode 100644 index 00000000000..e7ca8dd3e6e --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -0,0 +1,151 @@ +using System; +using NUnit.Framework; +using UnityEditor; +using System.Collections; +using System.IO; +using System.Text; +using UnityEngine; + +namespace Tests +{ + public class ExpectedSettings + { + static IEnumerable GraphicsJobsValidBuildTargets + { + get + { + yield return new TestCaseData(BuildTarget.Android); + yield return new TestCaseData(BuildTarget.iOS); + yield return new TestCaseData(BuildTarget.Lumin); + yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.Stadia); + yield return new TestCaseData(BuildTarget.StandaloneLinux64); + yield return new TestCaseData(BuildTarget.StandaloneOSX); + yield return new TestCaseData(BuildTarget.StandaloneWindows); + yield return new TestCaseData(BuildTarget.StandaloneWindows64); + yield return new TestCaseData(BuildTarget.Switch); + yield return new TestCaseData(BuildTarget.tvOS); + yield return new TestCaseData(BuildTarget.WebGL); + yield return new TestCaseData(BuildTarget.WSAPlayer); + yield return new TestCaseData(BuildTarget.XboxOne); + } + } + + private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) + { + switch (buildTarget) + { + case BuildTarget.StandaloneOSX: + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.Lumin: + case BuildTarget.tvOS: + case BuildTarget.WebGL: + return false; + case BuildTarget.PS4: + case BuildTarget.Stadia: + case BuildTarget.StandaloneLinux64: + case BuildTarget.StandaloneWindows: + case BuildTarget.StandaloneWindows64: + case BuildTarget.Switch: + case BuildTarget.WSAPlayer: + case BuildTarget.XboxOne: + return true; + } + throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); + } + + [Test] + public void Serialization_YamlRefsShouldBeOnOneLine() + { + Assert.That(EditorSettings.serializeInlineMappingsOnOneLine, Is.True, "EditorSettings.serializeInlineMappingsOnOneLine should be ON by default."); + } + + [Test] + [TestCaseSource("GraphicsJobsValidBuildTargets")] + public void GraphicsJobsDefaultSetting(BuildTarget buildTarget) + { + bool expectedValue = GraphicsJobsEnabledByDefault(buildTarget); + bool actualValue = PlayerSettings.GetGraphicsJobsForPlatform(buildTarget); + Assert.That(actualValue, Is.EqualTo(expectedValue)); + } + + [Test] + public void Physics_AutoSyncTransformsShouldBeDisabled() + { + Assert.That(Physics.autoSyncTransforms, Is.False, "Physics.autoSyncTransforms should be OFF by default."); + } + + [Test] + public void Physics_ReuseCollisionCallbacksShouldBeEnabled() + { + Assert.That(Physics.reuseCollisionCallbacks, Is.True, "Physics.reuseCollisionCallbacks should be ON by default."); + } + + [Test] + public void Physics2D_AutoSyncTransformsShouldBeDisabled() + { + Assert.That(Physics2D.autoSyncTransforms, Is.False, "Physics2D.AutoSyncTransforms should be OFF by default."); + } + + [Test] + public void Physics2D_ReuseCollisionCallbacksShouldBeEnabled() + { + Assert.That(Physics2D.reuseCollisionCallbacks, Is.True, "Physics2D.reuseCollisionCallbacks should be ON by default."); + } + + [Test] + public void EditorSettings_SerializationModeShouldBeForceText() + { + Assert.That(EditorSettings.serializationMode, Is.EqualTo(SerializationMode.ForceText), "EditorSettings.serializationMode should be ForceText by default."); + } + + [Test] + public void ProjectSettings_ShouldBeTextSerialized() + { + foreach (var settingsFile in Directory.EnumerateFiles("ProjectSettings")) + { + var settingsFilename = Path.GetFileName(settingsFile); + Assert.That(settingsFilename, Is.Not.Null, "Failed to get name of Settings File"); + if (settingsFilename.Equals("ProjectVersion.txt", StringComparison.OrdinalIgnoreCase)) + { + using (var fs = File.OpenRead(settingsFile)) + { + const string projectVersionString = "m_EditorVersion"; + byte[] buffer = new byte[projectVersionString.Length]; + var read = fs.Read(buffer, 0, projectVersionString.Length); + Assert.That(read, Is.EqualTo(projectVersionString.Length), "Could not read string from ProjectVersion.txt"); + var encoding = new UTF8Encoding(true); + Assert.That(encoding.GetString(buffer), Is.EqualTo(projectVersionString), "ProjectVersion.txt does not start with m_EditorVersion"); + } + } + else if (settingsFilename.Equals("XRSettings.asset", StringComparison.OrdinalIgnoreCase)) + { + //This should be JSON serialised + using (var fs = File.OpenText(settingsFile)) + { + var allText = fs.ReadToEnd(); + Assert.That(allText.StartsWith("{"), Is.True, "XRSettings.asset is not text serialised"); + Assert.That(allText.TrimEnd().EndsWith("}"), Is.True, "XRSettings.asset is not text serialised"); + } + } + else if (Path.GetExtension(settingsFilename).Equals(".asset", StringComparison.OrdinalIgnoreCase)) + { + using (var fs = File.OpenRead(settingsFile)) + { + const string unityMagicString = "%YAML 1.1"; + byte[] buffer = new byte[unityMagicString.Length]; + var read = fs.Read(buffer, 0, unityMagicString.Length); + Assert.That(read, Is.EqualTo(unityMagicString.Length), "Could not read string from " + settingsFile); + var encoding = new UTF8Encoding(true); + Assert.That(encoding.GetString(buffer), Is.EqualTo(unityMagicString), $"{settingsFile} does not start with {unityMagicString}"); + } + } + else + { + throw new Exception($"Unexpected file found {settingsFile}"); + } + } + } + } +} \ No newline at end of file diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs.meta b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs.meta new file mode 100644 index 00000000000..210b14e9c09 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/ExpectedSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 31aa40d7c66a24dcc98ac51c12d66853 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/InternalTests.asmdef b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/InternalTests.asmdef new file mode 100644 index 00000000000..f27c07b39a8 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/InternalTests.asmdef @@ -0,0 +1,22 @@ +{ + "name": "Assembly-CSharp-Editor-firstpass-testable", + "references": [ + "UnityEngine.TestRunner", + "UnityEditor.TestRunner" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll" + ], + "autoReferenced": false, + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "versionDefines": [], + "noEngineReferences": false +} diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/InternalTests.asmdef.meta b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/InternalTests.asmdef.meta new file mode 100644 index 00000000000..03d3f5713b9 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/Tests/Editor/InternalTests/InternalTests.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ef8829620fce54d29a057ea5ccbbab97 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/package.json b/com.unity.template-hd/Packages/com.unity.template.hd/package.json new file mode 100644 index 00000000000..742a8395562 --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/package.json @@ -0,0 +1,12 @@ +{ + "name": "com.unity.template.hd", + "displayName":"High Definition RP", + "version": "8.3.0", + "type": "template", + "host": "hub", + "unity": "2020.1", + "description": "This template utilizes the High Definition Render Pipeline. Making it a good starting point for people focused on high-end graphics that want to develop games for platforms that support Shader Model 5.0 (DX11 and above). \n\nBeyond being tuned for High End visuals this project includes\n\u25AA Shadergraph \n\u25AA Visual Effect Graph \n\u25AA Presets \n\u25AA Example content", + "dependencies": { + "com.unity.render-pipelines.high-definition": "8.3.0" + } +} diff --git a/com.unity.template-hd/Packages/com.unity.template.hd/package.json.meta b/com.unity.template-hd/Packages/com.unity.template.hd/package.json.meta new file mode 100644 index 00000000000..59e7eae62bb --- /dev/null +++ b/com.unity.template-hd/Packages/com.unity.template.hd/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8aecba62c09943944818320b8248e7ce +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-hd/Packages/manifest.json b/com.unity.template-hd/Packages/manifest.json new file mode 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3} + m_RenderPipeSettingsPath: + m_FixedTimeStep: 0.016666668 + m_MaxDeltaTime: 0.05 + m_CompiledVersion: 2 + m_RuntimeVersion: 12 diff --git a/com.unity.template-hd/ProjectSettings/XRSettings.asset b/com.unity.template-hd/ProjectSettings/XRSettings.asset new file mode 100644 index 00000000000..482590c196f --- /dev/null +++ b/com.unity.template-hd/ProjectSettings/XRSettings.asset @@ -0,0 +1,10 @@ +{ + "m_SettingKeys": [ + "VR Device Disabled", + "VR Device User Alert" + ], + "m_SettingValues": [ + "False", + "False" + ] +} \ No newline at end of file diff --git a/com.unity.template-hd/README.md b/com.unity.template-hd/README.md new file mode 100644 index 00000000000..dcc16f2df2e --- /dev/null +++ b/com.unity.template-hd/README.md @@ -0,0 +1,98 @@ +## CI Status + +master (2020.1): [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-badge.svg?branch=master)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-info?branch=master) +[![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/dependencies-badge.svg?branch=master)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/dependencies-info?branch=master) +2019.3: [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-badge.svg?branch=2019.3)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-info?branch=2019.3) + +2019.2: [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-badge.svg?branch=2019.2)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-info?branch=2019.2) + +2019.1: [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-badge.svg?branch=2019.1)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/build-info?branch=2019.1) + +## Public Package Versions + +[![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/release-badge.svg)]() +[![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.template.hd/candidates-badge.svg)]() + +# About _High Definition Project Template_ + +This template is a good starting point for people focused on high-end graphics that want to develop games for platforms that support Shader Model 5.0 (DX11 and above). +This template utilizes the High Definition Render Pipeline, a modern rendering pipeline that includes advanced material types and a configurable hybrid tile/cluster deferred/forward lighting architecture. +This template also includes the new Shadergraph tool, Post-Processing stack, several Presets to jump start development, and example content. + +This Project Template uses the following features: + +* High Definition Render Pipeline - For more information, see the [HDRP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.high-definition@latest/index.html). +* Shader Graph tool - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on the Shader Graph, see the [Shader Graph documentation](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest/index.html). + +*Note:* The High Definition Render Pipeline is currently in development, so consider it incomplete and subject to change (API, UX, scope). As such, it is not covered by regular Unity support. Unity is seeking feedback on the feature. To ask questions about the feature, visit the Unity preview forum. + +## Template CI +CI has been added to the project and it will test your template on every commit on `Yamato`. +This will validate that the template package as well as embedded packages (if any) have the right structure, have tests and do not create console logs when opened with Unity. +The CI will also automatically test the template as it would be used by a user on multiple editor versions and OS. +You might need to tweak the list of editors and OS you want to test the template on. For more information, please [go here](https://confluence.hq.unity3d.com/pages/viewpage.action?spaceKey=PAK&title=Setting+up+your+package+CI) + +`Note`: To make use of the CI, your repository must be added to Yamato. +Log in to [Yamato](https://yamato.cds.internal.unity3d.com/) and click on the Project + button on the top right. This will open a dialog asking for you to specify a git url and project name. + +## Trying out your template locally. + +If you want to test your template locally from a user's perspective, you will need to make it available to a Unity Editor. This can be accomplished by following these steps: + +1. Use upm-ci tools to test your template + + You need to make sure you have `Node.js` and `npm` _(install it from [here](https://nodejs.org/en/))_ installed on your machine to package successfully, as the script calls `npm` under the hood for packaging and publishing. The script is tested with `node@v10.16.0` and `npm@5.6.0`. + Install globally the upm-ci package: + + ```npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm``` + + 1. **To run all your template tests** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template test -u 2018.3``` + + You can test against many versions of Unity with the -u parameter: + + - Testing on a specific version: use `-u 2019.1.0a13` + - Testing on a latest release of a version: use `-u 2019.1` + - Testing on the latest available trunk build: use `-u trunk` + - Testing on a specific branch: use `-u team-name/my-branch` + - Testing on a specific revision: use `-u 3de2277bb0e6` + - Testing with an editor installed on your machine: use `-u /absolute/path/to/the/folder/containing/Unity.app/or/Unity.exe` + + By default, this will download the desired version of the editor in a .Editor folder created in the current working directory. + + 1. **To test what a user would see** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template pack``` + This will generate a folder /upm-ci~/templates/ containing a .tgz file of your converted template. + + 1. Include the tarballed template package in Unity editor + + You can then copy the template's `tgz` package file in Unity in one of these paths to make it available in the editor when creating new projects: + + 1. Mac: `/Contents/Resources/PackageManager/ProjectTemplates` + + 1. Windows: `/Data/Resources/PackageManager/ProjectTemplates` + + 1. Preview your project template + + Open Unity Hub. Locate the editor to which you added your template to. + When creating a new project, you should see your template in the templates list: + + ![Template in new project](Packages/com.unity.template.mytemplate/Documentation~/images/template_in_new_project.png) + + Note: f you are launching the Unity editor without the hub, you will not see additional templates in the list. + +## Publishing your template for use in the Editor + +The first step to get your package published to production for public consumption is to send it to the candidates repository, where it can be evaluated by QA and Release Management. You can publish your template to the candidates repository through the added CI, which is the **recommended** approach. + +1. Once you are ready to publish a new version, say version `1.0.0`, you can add a git tag `rc-1.0.0` to the commit you want to publish. The CI will validate and then publish your template to `candidates`. + +1. Request that your template package be published to production by [filling out the following form](https://docs.google.com/forms/d/e/1FAIpQLSeEOeWszG7F5mx_VEYm8SrjcIajxa5WoLXh-yhLvw8odsEnaQ/viewform) + +1. Once your template is published to production, the last step is to create the Ono PR to include your template with a Unity Release, and have it be discovered in the Hub. To do so, create a branch that includes your template in `External/PackageManager/Editor/editor_installer.json` + +`Note`: You can retrieve a version of your template package as an artifact from CI pipelines following any commit made to your repository. 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URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution.' + linkText: + url: + - heading: + text: 'Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.' + linkText: + url: + - heading: + text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.' + linkText: + url: + - heading: + text: 'This template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been 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t.eulerAngles.z; + x = t.position.x; + y = t.position.y; + z = t.position.z; + } + + public void Translate(Vector3 translation) + { + Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation; + + x += rotatedTranslation.x; + y += rotatedTranslation.y; + z += rotatedTranslation.z; + } + + public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct) + { + yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct); + pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct); + roll = Mathf.Lerp(roll, target.roll, rotationLerpPct); + + x = Mathf.Lerp(x, target.x, positionLerpPct); + y = Mathf.Lerp(y, target.y, positionLerpPct); + z = Mathf.Lerp(z, target.z, positionLerpPct); + } + + public void UpdateTransform(Transform t) + { + t.eulerAngles = new Vector3(pitch, yaw, roll); + t.position = new Vector3(x, y, z); + } + } + + CameraState m_TargetCameraState = new CameraState(); + CameraState m_InterpolatingCameraState = new CameraState(); + + [Header("Movement Settings")] + [Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")] + public float boost = 3.5f; + + [Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)] + public float positionLerpTime = 0.2f; + + [Header("Rotation Settings")] + [Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")] + public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f)); + + [Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)] + public float rotationLerpTime = 0.01f; + + [Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")] + public bool invertY = false; + + void OnEnable() + { + m_TargetCameraState.SetFromTransform(transform); + m_InterpolatingCameraState.SetFromTransform(transform); + } + + Vector3 GetInputTranslationDirection() + { + Vector3 direction = new Vector3(); + if (Input.GetKey(KeyCode.W)) + { + direction += Vector3.forward; + } + if (Input.GetKey(KeyCode.S)) + { + direction += Vector3.back; + } + if (Input.GetKey(KeyCode.A)) + { + direction += Vector3.left; + } + if (Input.GetKey(KeyCode.D)) + { + direction += Vector3.right; + } + if (Input.GetKey(KeyCode.Q)) + { + direction += Vector3.down; + } + if (Input.GetKey(KeyCode.E)) + { + direction += Vector3.up; + } + return direction; + } + + void Update() + { + Vector3 translation = Vector3.zero; + +#if ENABLE_LEGACY_INPUT_MANAGER + + // Exit Sample + if (Input.GetKey(KeyCode.Escape)) + { + Application.Quit(); + #if UNITY_EDITOR + UnityEditor.EditorApplication.isPlaying = false; + #endif + } + // Hide and lock cursor when right mouse button pressed + if (Input.GetMouseButtonDown(1)) + { + Cursor.lockState = CursorLockMode.Locked; + } + + // Unlock and show cursor when right mouse button released + if (Input.GetMouseButtonUp(1)) + { + Cursor.visible = true; + Cursor.lockState = CursorLockMode.None; + } + + // Rotation + if (Input.GetMouseButton(1)) + { + var mouseMovement = new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y") * (invertY ? 1 : -1)); + + var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude); + + m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor; + m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor; + } + + // Translation + translation = GetInputTranslationDirection() * Time.deltaTime; + + // Speed up movement when shift key held + if (Input.GetKey(KeyCode.LeftShift)) + { + translation *= 10.0f; + } + + // Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel) + boost += Input.mouseScrollDelta.y * 0.2f; + translation *= Mathf.Pow(2.0f, boost); + +#elif USE_INPUT_SYSTEM + // TODO: make the new input system work +#endif + + m_TargetCameraState.Translate(translation); + + // 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3ad9b87dffba344c89909c6d1b1c17e1 +folderAsset: yes +timeCreated: 1475593892 +licenseType: Store +DefaultImporter: + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs new file mode 100644 index 00000000000..2e59477a50d --- /dev/null +++ b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs @@ -0,0 +1,158 @@ +using System.Collections; +using System.Collections.Generic; +using UnityEngine; +using UnityEditor; +using System; +using System.IO; +using System.Reflection; + +[CustomEditor(typeof(Readme))] +[InitializeOnLoad] +public class ReadmeEditor : Editor { + + static string kShowedReadmeSessionStateName = "ReadmeEditor.showedReadme"; + + static float kSpace = 16f; + + static ReadmeEditor() + { + EditorApplication.delayCall += SelectReadmeAutomatically; + } + + static void SelectReadmeAutomatically() + { + if (!SessionState.GetBool(kShowedReadmeSessionStateName, false )) + { + var readme = SelectReadme(); + SessionState.SetBool(kShowedReadmeSessionStateName, true); + + if (readme && !readme.loadedLayout) + { + LoadLayout(); + readme.loadedLayout = true; + } + } + } + + static void LoadLayout() + { + var assembly = typeof(EditorApplication).Assembly; + var windowLayoutType = assembly.GetType("UnityEditor.WindowLayout", true); + var method = windowLayoutType.GetMethod("LoadWindowLayout", BindingFlags.Public | BindingFlags.Static); + method.Invoke(null, new object[]{Path.Combine(Application.dataPath, "TutorialInfo/Layout.wlt"), false}); + } + + [MenuItem("Tutorial/Show Tutorial Instructions")] + static Readme SelectReadme() + { + var ids = AssetDatabase.FindAssets("Readme t:Readme"); + if (ids.Length == 1) + { + var readmeObject = AssetDatabase.LoadMainAssetAtPath(AssetDatabase.GUIDToAssetPath(ids[0])); + + Selection.objects = new UnityEngine.Object[]{readmeObject}; + + return (Readme)readmeObject; + } + else + { + Debug.Log("Couldn't find a readme"); + return null; + } + } + + protected override void OnHeaderGUI() + { + var readme = (Readme)target; + Init(); + + var iconWidth = Mathf.Min(EditorGUIUtility.currentViewWidth/3f - 20f, 128f); + + GUILayout.BeginHorizontal("In BigTitle"); + { + GUILayout.Label(readme.icon, GUILayout.Width(iconWidth), GUILayout.Height(iconWidth)); + GUILayout.Label(readme.title, TitleStyle); + } + GUILayout.EndHorizontal(); + } + + public override void OnInspectorGUI() + { + var readme = (Readme)target; + Init(); + + foreach (var section in readme.sections) + { + if (!string.IsNullOrEmpty(section.heading)) + { + GUILayout.Label(section.heading, HeadingStyle); + } + if (!string.IsNullOrEmpty(section.text)) + { + GUILayout.Label(section.text, BodyStyle); + } + if (!string.IsNullOrEmpty(section.linkText)) + { + if (LinkLabel(new GUIContent(section.linkText))) + { + Application.OpenURL(section.url); + } + } + GUILayout.Space(kSpace); + } + } + + + bool m_Initialized; + + GUIStyle LinkStyle { get { return m_LinkStyle; } } + [SerializeField] GUIStyle m_LinkStyle; + + GUIStyle TitleStyle { get { return m_TitleStyle; } } + [SerializeField] GUIStyle m_TitleStyle; + + GUIStyle HeadingStyle { get { return m_HeadingStyle; } } + [SerializeField] GUIStyle m_HeadingStyle; + + GUIStyle BodyStyle { get { return m_BodyStyle; } } + [SerializeField] GUIStyle m_BodyStyle; + + void Init() + { + if (m_Initialized) + return; + m_BodyStyle = new GUIStyle(EditorStyles.label); + m_BodyStyle.wordWrap = true; + m_BodyStyle.fontSize = 14; + + m_TitleStyle = new GUIStyle(m_BodyStyle); + m_TitleStyle.fontSize = 26; + + m_HeadingStyle = new GUIStyle(m_BodyStyle); + m_HeadingStyle.fontSize = 18 ; + + m_LinkStyle = new GUIStyle(m_BodyStyle); + m_LinkStyle.wordWrap = false; + // Match selection color which works nicely for both light and dark skins + m_LinkStyle.normal.textColor = new Color (0x00/255f, 0x78/255f, 0xDA/255f, 1f); + m_LinkStyle.stretchWidth = false; + + m_Initialized = true; + } + + bool LinkLabel (GUIContent label, params GUILayoutOption[] options) + { + var position = GUILayoutUtility.GetRect(label, LinkStyle, options); + + Handles.BeginGUI (); + Handles.color = LinkStyle.normal.textColor; + Handles.DrawLine (new Vector3(position.xMin, position.yMax), new Vector3(position.xMax, position.yMax)); + Handles.color = Color.white; + Handles.EndGUI (); + + EditorGUIUtility.AddCursorRect (position, MouseCursor.Link); + + return GUI.Button (position, label, LinkStyle); + } +} + diff --git a/com.unity.template-universal/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta new file mode 100644 index 00000000000..f03861810b1 --- /dev/null +++ b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Editor/ReadmeEditor.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: 476cc7d7cd9874016adc216baab94a0a +timeCreated: 1484146680 +licenseType: Store +MonoImporter: + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Assets/TutorialInfo/Scripts/Readme.cs b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Readme.cs new file mode 100644 index 00000000000..48843dbfd7d --- /dev/null +++ b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Readme.cs @@ -0,0 +1,14 @@ +using System; +using UnityEngine; + +public class Readme : ScriptableObject { + public Texture2D icon; + public string title; + public Section[] sections; + public bool loadedLayout; + + [Serializable] + public class Section { + public string heading, text, linkText, url; + } +} diff --git a/com.unity.template-universal/Assets/TutorialInfo/Scripts/Readme.cs.meta b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Readme.cs.meta new file mode 100644 index 00000000000..0dd2604055a --- /dev/null +++ b/com.unity.template-universal/Assets/TutorialInfo/Scripts/Readme.cs.meta @@ -0,0 +1,12 @@ +fileFormatVersion: 2 +guid: fcf7219bab7fe46a1ad266029b2fee19 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: + - icon: {fileID: 2800000, guid: d4743ba2e2a59f946b2125c074582ce7, type: 3} + executionOrder: 0 + icon: {fileID: 2800000, guid: a186f8a87ca4f4d3aa864638ad5dfb65, type: 3} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/CONTRIBUTING.md b/com.unity.template-universal/CONTRIBUTING.md new file mode 100644 index 00000000000..9f299b10e98 --- /dev/null +++ b/com.unity.template-universal/CONTRIBUTING.md @@ -0,0 +1,9 @@ +# Contributing + +## If you are interested in contributing, here are some ground rules: +* ... Define guidelines & rules for what contributors need to know to successfully make Pull requests against your repo ... + +## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) +By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. + +## Once you have a change ready following these ground rules. Simply make a pull request diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/.npmignore b/com.unity.template-universal/Packages/com.unity.template.universal/.npmignore new file mode 100644 index 00000000000..acae30ae997 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/.npmignore @@ -0,0 +1,10 @@ +ProjectData~/ProjectSettings/ProjectVersion.txt +ProjectData~/Assets/Tests/* +ProjectData~/Assets/Tests.meta +ProjectData~/Assets/Scenes.meta +.npmrc +.npmignore +.gitignore +QAReport.md +QAReport.md.meta +.gitlab-ci.yml \ No newline at end of file diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/CHANGELOG.md b/com.unity.template-universal/Packages/com.unity.template.universal/CHANGELOG.md new file mode 100644 index 00000000000..dad0cb8904f --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/CHANGELOG.md @@ -0,0 +1,235 @@ +# Changelog +All notable changes to this project template will be documented in this file. + +The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) +and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). + +## [8.3.0] - 2020-07-23 + +Version Updated +The version number for this package has increased due to a version update of a related graphics package. + +## [8.2.0] - 2020-04-27 + +- Update version to Universal RP version 8.2.0 + +## [8.1.0] - 2020-03-25 + +### Changed +- Updated version to Universal RP version 8.1.0 +- EditorSettings.lineEndingsForNewScripts property now defaults to OSNative + +### Fixed +- Fixed camera from always rendering into a RenderTexture, this caused un-needed performance slowdown + +## [7.1.7] - 2019-12-3 +- Editor will force text serialization to occur on one line + +## [7.1.6] - 2019-11-22 +- Update version to Universal RP version 7.1.6 + +## [7.1.5] - 2019-11-15 +- Update version to Universal RP version 7.1.5 + +## [7.1.2] - 2019-10-10 + - Physics.reuseCollisionCallbacks now defaults to true + - Physics2D.reuseCollisionCallbacks now defaults to true + +## [7.1.1] - 2019-09-04 +- Updated to Universal RP version 7.1.1 +- Applied Quality pipeline assets to their respective quality levels +- Organized prefabs into Nested Prefabs for cleaner structure +- Fixed double materials on the Jigsaw + +## [7.0.2] - 2019-08-05 +- PlayerSettings.graphicsJobs is now false for Mac, iOS, Android, tvOS platforms + +## [7.0.1] - 2019-07-25 +- Updated to SRP package 7.0.1 + +## [7.0.0] - 2019-07-12 +- Converted template to Universal RP +- Updated to SRP package 7.0.0 +- Fixed inconsistencies between pipeline asset settings +- Updated readme to better reflect current status and info for Universal RP +- Updated icon +- Converted Post-processing from v2 to v3 + +## [6.9.0] - 2019-07-04 +- Updated to SRP package 6.9.0 +- Remove VSTU package since we will not ship it + +## [3.7.1] - 2019-06-19 +- Updated to SRP package 6.8.1 + +## [3.7.0] - 2019-06-13 +- Updated to SRP package 6.8.0 + +## [3.6.0] - 2019-05-17 +- Updated to SRP package 6.7.0 +- Adding test framework package to manifest. +- Updating project settings to make sure the sample scene is opened on load. + +## [3.5.2] - 2019-03-15 +- Fixed incorrect default property setting for ProjectSettings.SupportedNpadStyles + +## [3.5.1] - 2019-03-13 +- PlayerSettings.legacyClampBlendShapeWeights property now defaults to false. +- EditorSettings.lineEndingsForNewScripts property now defaults to OSNative. + +## [3.5.0] - 2019-03-12 +- Updating text mesh pro version to 2.0.0. + +## [3.4.0] - 2019-03-09 +- Updating LWRP version to 6.5.2 + +## [3.3.0] - 2019-03-07 +- Updating LWRP version to 6.5.0 + +## [3.2.1] - 2019-03-05 +- PlayerSettings.displayResolutionDialog property now defaults to false. + +## [3.2.0] - 2019-02-21 +- Fixing an error in the readme.asset . +- Updating the LW version for bugfixes. + +## [3.1.0] - 2019-02-19 +- Adding information about package manager to the readme. + +## [3.0.0] - 2019-02-12 +- Updating LW package version +- Removing deprecated packages from manifest + +## [2.1.0] - 2019-02-04 +- Corrected some default values in project settings. + +## [2.0.0] - 2019-01-30 + +### Changed +- Enabled HoloLens `depthBufferSharingEnabled` by default. +- LW version updated to 5.3.1 + +## [1.4.2] - 2019-01-22 + +### Changed +- Removed unneeded manifest packages + +## [1.4.1] - 2018-12-07 + +### Changed +- LW version updated to 5.2.3 + +## [1.4.0] - 2018-12-06 + +### Changed +- LW version updated to 5.2.2 +- Directional Light is now set to realtime +- Main light shadow resolution is now 2084px + +## [1.3.0] - 2018-11-30 + +### Changed +- LW version updated to 5.2.1 + +## [1.2.0] - 2018-11-27 + +### Changed +- android-vulkan-default +- LW version updated to 5.2.0 +- Update new project templates to use 4.x scripting runtime + +## [1.1.1] - 2018-11-08 + +### Fixed +- Physics.reuseCollisionCallbacks property now defaults to true. +- Physics2D.reuseCollisionCallbacks property now defaults to true. +- Physics.autoSyncTransforms property now defaults to false. +- Physics2D.autoSyncTransforms property now defaults to false. + +## [1.1.0] - 2018-24-10 + +### Changed +- Updating LW Version +- AndroidTVCompatibility to false + + +## [1.0.6] - 2018-24-09 + +### Changed +- Oculus XR settings default to dash support and depth export enabled. +- Updating default webgl memory size +- Updating default upload manager ring buffer size to 16 mb +- removing platform overrides for textures presets +- updating lw version to 4.0.0-preview + +## [1.0.5] - 2018-09-06 + +### Changed +- LW Version update to 3.3.0 + +## [1.0.4] - 2018-07-16 + +### Changed +- LW Version update to 3.0.0 +- Adding collision to floor mesh + +## [1.0.3] - 2018-06-06 + +### Changed +- Migrating old lightweight templates into package format + +## [1.0.2] - 2018-06-01 + +### Changed +- Lightweight Package version updated to "com.unity.render-pipelines.lightweight": "1.1.10-preview" +- Static Mesh import settings have been updated to show best options (was default import settings before) +- Texture import settings updated with platform size override (4k for andriod and ios) (all textures already much smaller than this fyi) +- Audio preset updated with platform differences for ios and android. Ios is always MP3 and Android is always Vorbis +- Texture preset max size forces to 4k for androidand ios +- Exit sample added to camera script +- Fixed Timestep in Time Manger updated from 0.0167 to 0.02 +- Removed Vertex Lighting from all lightweight assets +- Added soft shadows to Lightweight high quality and medium quality assets + +## [1.0.0] - 2018-2-25 + +### Added +- Sample static meshes to show best practices +- Light probs +- Reflection Probs + +### Changed +- Removed cinemachine and text mesh pro +- Updated package version for LW +- Additional setting and lighting polish +- Removing basic content (red cube) + +## [0.0.5] - 2018-1-29 + +### Added +- cinemachine and text mesh pro packages + +## [0.0.4] - 2018-1-29 + +### Added +- cinemachine and text mesh pro packages + +## [0.0.3] - 2018-1-26 + +### Changed +- Updating Shadergraph and lightweight to new version +- Updating lighting settings based on internal feedback from lighting team + +## [0.0.2] - 2017-12-12 +### Added +- Packages for Lightweight SRP and Shadergraph +- Simple example content - red cube + +### Changed +- Project and Lighting Settings adjusted for use with Lightweight Render Pipeline + +## [0.0.1] - 2017-12-05 + +### Added +- Initial Project Creation for Unity Lightweight Project Template \com.unity.template.lightweight. + diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/CHANGELOG.md.meta b/com.unity.template-universal/Packages/com.unity.template.universal/CHANGELOG.md.meta new file mode 100644 index 00000000000..569e28a00d7 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/CHANGELOG.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 92c202db7fce20c4cbeb62fb250b2965 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/change_rp_asset.png b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/change_rp_asset.png new file mode 100644 index 00000000000..d297148ca44 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/change_rp_asset.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:683fd5a873bab8be5de56ba8fc1ccd997c39ab84cea47fa24b69f54673f87d07 +size 80256 diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/new_lw_settings.png b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/new_lw_settings.png new file mode 100644 index 00000000000..e42aa10022b --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/new_lw_settings.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:455e59dfcdfbfd01acd4c3e4631cee2c510c23d1a18637cce6aad1f5c29742f0 +size 486359 diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/template_in_new_project.png b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/template_in_new_project.png new file mode 100644 index 00000000000..7b9693292da --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/template_in_new_project.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:99007ae027a377e71b5bd4d766a13879c116b1a94a5d268ca07ad4cfa2895b30 +size 125733 diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/what_to_delete.png b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/what_to_delete.png new file mode 100644 index 00000000000..2c9cab1fb7f --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/images/what_to_delete.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:9b76de33f1863ec44ad68bbb8ddc8f53856f7f2fe00e7c572ae1019cab458b5c +size 347257 diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/universal.md b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/universal.md new file mode 100644 index 00000000000..bdba7474dff --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Documentation~/universal.md @@ -0,0 +1,62 @@ +# About the _Universal Universal Render Pipeline Template_ + +The Universal Render Pipeline Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations. + +This Template uses the following Unity features: + +* Universal Render Pipeline (URP): a prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution. For more information on URP, see the [URP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest). +* Shader Graph: a tool that allows you to create shaders using a visual node editor instead of writing code. For more information on Shader Graph, see the [Shader Graph documentation](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest). + +The template contains the following: + +* A sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP +* Several preconfigured [Universal Render Pipline Assets](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/universalrp-asset.html) that let you quickly swap between graphics quality levels +* [Presets](https://docs.unity3d.com/Manual/Presets.html) that have been optimized for use with URP + +## Using the Universal Project Template + +### Using the sample Scene + +The template contains a Scene named _SampleScene_. This Scene contains examples of lighting settings, Materials, Shaders, and post-processing effects in URP. The Scene also contains a script that lets you move the Camera around the Scene in Play Mode using the WASD keys. + +You can use this Scene as a reference, or you can remove the example Assets from it and use it as a starting point for your own Project. + +### Removing the example Assets from the Scene + +You can easily remove the example Assets from the example Scene, while keeping the lighting and post-processing settings. This allows you to add your own meshes to the Scene, and quickly have a well-lit Scene without any additional work. + +1. In the Hierarchy window, right click the **ExampleAssets** Prefab +2. Click **Delete** + +### Removing the example Assets from your Project + +If you want to completely remove the example Assets from your Project, it is easy to do so. + +1. In the Project window, open the **Assets** folder +2. Right click the **ExampleAssets** folder +2. Click **Delete** +3. In the pop-up that appears, click **Delete** + +![What to Delete](images/what_to_delete.png) + +## Using the Universal Render Pipeline Assets + +URP allows you to configure many of its rendering settings, including settings relating to quality, lighting, shadows and post-processing, in a single place. This is the Universal Render Pipeline Asset. + +![New Settings](images/new_lw_settings.png) + +This template contains several preconfigured Universal Render Pipeline Assets, each optimized for a different tier of hardware. You can use these preconfigured Universal Render Pipeline Assets as a reference for creating your own Universal Render Pipeline Assets, or you use them in your own Project without any need for further customization. + +For more information on Universal Render Pipline Assets, see the [Universal Render Pipline Assets documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/universalrp-asset.html). + +To change the Universal Render Pipeline Asset that the Project is using: + +1. In the Project window, navigate to the folder named **Settings** +2. Open the Graphics Settings window (**Edit** > **Project Settings** > **Graphics**) +3. Locate the **Scriptable Render Pipeline Settings** field +3. Drag a Universal Render Pipeline Asset from the **Settings** folder in the Project window on to the **Scriptable Render Pipeline Settings** field + +![Change Render Pipeline Asset](images/change_rp_asset.png) + +## Document revision history +|November 25, 2019|Complete revision.| diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/LICENSE.md b/com.unity.template-universal/Packages/com.unity.template.universal/LICENSE.md new file mode 100644 index 00000000000..c4326ea9a4e --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/LICENSE.md @@ -0,0 +1,5 @@ +com.unity.template.universal copyright © 2018 Unity Technologies ApS + +Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). + +Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/LICENSE.md.meta b/com.unity.template-universal/Packages/com.unity.template.universal/LICENSE.md.meta new file mode 100644 index 00000000000..3cc9663b5b1 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/LICENSE.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 2001c8b20c48a30458b08b8e3e79094b +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/QAReport.md b/com.unity.template-universal/Packages/com.unity.template.universal/QAReport.md new file mode 100644 index 00000000000..b69fa645032 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/QAReport.md @@ -0,0 +1,81 @@ +# Quality Report +Use this file to outline the test strategy for this package. + +## QA Owner: Wyatt Sanders ( @wyatt ) +## UX Owner: [*Add Name*] + +## Test strategy +*Use this section to describe how this feature was tested.* +* A link to the Test Plan https://docs.google.com/document/d/1Ug9svCP4e9o3D55O3z-EUW3OMd_b5Z0WYPcZNGYYvn0/edit + +### Default Scene Setup +- New project launched from Hub should load into SampleScene +- Scene View Mode = 3D +- Main Camera + - Clear Flags = SKYBOX + - Projection = PERSPECTIVE + - MSAA = OFF + - Occlusion Culling = ON + - HDR = OFF + - Should have camera WASD movement script attached +- Directional Light + - Light color = ( R: 255, G: 244, B: 214 ) + - Intensity = 1 + - Indirect = 1 +- Reflection Probes + - Type = BAKED + +### PostProcessing +- Should be included in the project +- Should be enabled and attached to the Main Camera in Sample Scene +- Should use PostProcessingProfile in Assets/Settings +- PostProcessingLayer on Camera + - FXAA ( Fast Mode ) +- PostProcessingVolume GameObject + - Is Global = TRUE + - Weight = 1 + - Priority = 0 + - Uses PostProcessingProfile asset found in Assets/Settings + +### Lighting Settings +- Skybox = Procedural Unity Skybox in Assets/Materials +- Sun Source = In-Scene Directional Light +- Environment Lighting Settings + - Source = SKYBOX + - Intensity = 1 +- Mixed Lighting Settings + - Lighting Mode = Subtractive +- Environment Reflections + - Defaults +- Precomputed Realtime GI = OFF +- Baked GI = ON +- Lightmapper + - Type = PROGRESSIVE +- Auto-build lighting = ON + +### Graphics Settings +- LightweightRenderPipeline Asset is set as active Graphics profile in Graphics Settings + +### Player Settings +- Color space = LINEAR +- GPU Skinning = ON +- Optimize Mesh Data = ON +- Graphics Jobs = ON +- Dynamic Batching = OFF + +### Time Settings +- Fixed Timestep = .2 +- Max Allowed Timestep = .1 + +### Editor Settings +- Asset Serialization = FORCE TEXT +- Sprite Packer = OFF + +## Package Status +Use this section to describe: +* UX status/evaluation results +* package stability +* known bugs, issues +* performance metrics, +* etc + diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/QAReport.md.meta b/com.unity.template-universal/Packages/com.unity.template.universal/QAReport.md.meta new file mode 100644 index 00000000000..c41adbd0e9e --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/QAReport.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: aaa427b34f04daf4dad05062087bc79f +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/README.md b/com.unity.template-universal/Packages/com.unity.template.universal/README.md new file mode 100644 index 00000000000..e46b3a00f50 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/README.md @@ -0,0 +1,87 @@ +## The Master branch is currently targeting 19.3 ## + +# About _Universal Render Pipeline Template_ + +The Universal Render Pipeline Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations. + +This Template uses the following Unity features: + +* Universal Render Pipeline (URP): a prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution. For more information on URP, see the [URP documentation](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest). +* Shader Graph: a tool that allows you to create shaders using a visual node editor instead of writing code. For more information on Shader Graph, see the [Shader Graph documentation](https://docs.unity3d.com/Packages/com.unity.shadergraph@latest). + +The template contains the following: + +* A sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP +* Several preconfigured [Universal Render Pipline Assets](https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@latest/index.html?subfolder=/manual/universalrp-asset.html) that let you quickly swap between graphics quality levels +* [Presets](https://docs.unity3d.com/Manual/Presets.html) that have been optimized for use with URP + +## Template CI +CI has been added to the project and it will test your template on every commit on `Yamato`. +This will validate that the template package as well as embedded packages (if any) have the right structure, have tests and do not create console logs when opened with Unity. +The CI will also automatically test the template as it would be used by a user on multiple editor versions and OS. +You might need to tweak the list of editors and OS you want to test the template on. For more information, please [go here](https://confluence.hq.unity3d.com/pages/viewpage.action?spaceKey=PAK&title=Setting+up+your+package+CI) + +`Note`: To make use of the CI, your repository must be added to Yamato. +Log in to [Yamato](https://yamato.cds.internal.unity3d.com/) and click on the Project + button on the top right. This will open a dialog asking for you to specify a git url and project name. + +## Trying out your template locally. + +If you want to test your template locally from a user's perspective, you will need to make it available to a Unity Editor. This can be accomplished by following these steps: + +1. Use upm-ci tools to test your template + + You need to make sure you have `Node.js` and `npm` _(install it from [here](https://nodejs.org/en/))_ installed on your machine to package successfully, as the script calls `npm` under the hood for packaging and publishing. The script is tested with `node@v10.16.0` and `npm@5.6.0`. + Install globally the upm-ci package: + + ```npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm``` + + 1. **To run all your template tests** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template test -u 2018.3``` + + You can test against many versions of Unity with the -u parameter: + + - Testing on a specific version: use `-u 2019.1.0a13` + - Testing on a latest release of a version: use `-u 2019.1` + - Testing on the latest available trunk build: use `-u trunk` + - Testing on a specific branch: use `-u team-name/my-branch` + - Testing on a specific revision: use `-u 3de2277bb0e6` + - Testing with an editor installed on your machine: use `-u /absolute/path/to/the/folder/containing/Unity.app/or/Unity.exe` + + By default, this will download the desired version of the editor in a .Editor folder created in the current working directory. + + 1. **To test what a user would see** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template pack``` + This will generate a folder /upm-ci~/templates/ containing a .tgz file of your converted template. + + 1. Include the tarballed template package in Unity editor + + You can then copy the template's `tgz` package file in Unity in one of these paths to make it available in the editor when creating new projects: + + 1. Mac: `/Contents/Resources/PackageManager/ProjectTemplates` + + 1. Windows: `/Data/Resources/PackageManager/ProjectTemplates` + + 1. Preview your project template + + Open Unity Hub. Locate the editor to which you added your template to. + When creating a new project, you should see your template in the templates list: + + ![Template in new project](Packages/com.unity.template.mytemplate/Documentation~/images/template_in_new_project.png) + + Note: f you are launching the Unity editor without the hub, you will not see additional templates in the list. + +## Publishing your template for use in the Editor + +The first step to get your package published to production for public consumption is to send it to the candidates repository, where it can be evaluated by QA and Release Management. You can publish your template to the candidates repository through the added CI, which is the **recommended** approach. + +1. Once you are ready to publish a new version, say version `1.0.0`, you can add a git tag `rc-1.0.0` to the commit you want to publish. The CI will validate and then publish your template to `candidates`. + +1. Request that your template package be published to production by [filling out the following form](https://docs.google.com/forms/d/e/1FAIpQLSeEOeWszG7F5mx_VEYm8SrjcIajxa5WoLXh-yhLvw8odsEnaQ/viewform) + +1. Once your template is published to production, the last step is to create the Ono PR to include your template with a Unity Release, and have it be discovered in the Hub. To do so, create a branch that includes your template in `External/PackageManager/Editor/editor_installer.json` + +`Note`: You can retrieve a version of your template package as an artifact from CI pipelines following any commit made to your repository. This will allow you to easily test a change at any point during your development. diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/README.md.meta b/com.unity.template-universal/Packages/com.unity.template.universal/README.md.meta new file mode 100644 index 00000000000..92f96992fd7 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/README.md.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 7c3e2b2731bd7064099d2f18f6763973 +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests.meta new file mode 100644 index 00000000000..03b9b6add72 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: fe68c91876e961d43a9a93fb59ec4637 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor.meta new file mode 100644 index 00000000000..466ff91b8b5 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: ee02f08d24b4d7a468939785a44edbb7 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorExampleTest.cs b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorExampleTest.cs new file mode 100644 index 00000000000..a534ab12626 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorExampleTest.cs @@ -0,0 +1,28 @@ +using UnityEngine; +using UnityEditor; +using UnityEngine.TestTools; +//using UnityEngine.Experimental.Rendering.LightweightPipeline; +//using UnityEditor.ShaderGraph; +using NUnit.Framework; +using System.Collections; + +class EditorExampleTest { + + [Test] + public void EditorSampleTestSimplePasses() { + // Use the Assert class to test conditions. + //LightweightPipelineAsset lightWeighttest = new LightweightPipelineAsset(); + //AssetDatabase.CreateAsset(lightWeighttest, "Assets/Settings/lwTest.asset"); + //CreatePBRShaderGraph.CreateMaterialGraph(); + + } + + // A UnityTest behaves like a coroutine in PlayMode + // and allows you to yield null to skip a frame in EditMode + [UnityTest] + public IEnumerator EditorSampleTestWithEnumeratorPasses() { + // Use the Assert class to test conditions. + // yield to skip a frame + yield return null; + } +} diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorExampleTest.cs.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorExampleTest.cs.meta new file mode 100644 index 00000000000..107d385a708 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorExampleTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ae8c57e53162ae0438919926fd35c9f6 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorTests.asmdef b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorTests.asmdef new file mode 100644 index 00000000000..27ecbd0455e --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorTests.asmdef @@ -0,0 +1,6 @@ +{ + "name": "EditorTests", + "optionalUnityReferences": [ + "TestAssemblies" + ] +} \ No newline at end of file diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorTests.asmdef.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorTests.asmdef.meta new file mode 100644 index 00000000000..c3052a6dee8 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/EditorTests.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: bf908a66ee6e17644a744250c9b36e84 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests.meta new file mode 100644 index 00000000000..9d59aaf68d8 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: d469f001e4c914ad4bf9b3fbbb5c0d2e +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs new file mode 100644 index 00000000000..a0671f405a0 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs @@ -0,0 +1,163 @@ +using System; +using NUnit.Framework; +using UnityEditor; +using System.Collections; +using System.IO; +using System.Text; +using UnityEngine; + +namespace Tests +{ + public class ExpectedSettings + { + static IEnumerable GraphicsJobsValidBuildTargets + { + get + { + yield return new TestCaseData(BuildTarget.Android); + yield return new TestCaseData(BuildTarget.iOS); + yield return new TestCaseData(BuildTarget.Lumin); + yield return new TestCaseData(BuildTarget.PS4); + yield return new TestCaseData(BuildTarget.Stadia); + yield return new TestCaseData(BuildTarget.StandaloneLinux64); + yield return new TestCaseData(BuildTarget.StandaloneOSX); + yield return new TestCaseData(BuildTarget.StandaloneWindows); + yield return new TestCaseData(BuildTarget.StandaloneWindows64); + yield return new TestCaseData(BuildTarget.Switch); + yield return new TestCaseData(BuildTarget.tvOS); + yield return new TestCaseData(BuildTarget.WebGL); + yield return new TestCaseData(BuildTarget.WSAPlayer); + yield return new TestCaseData(BuildTarget.XboxOne); + } + } + + private static bool GraphicsJobsEnabledByDefault(BuildTarget buildTarget) + { + switch (buildTarget) + { + case BuildTarget.StandaloneOSX: + case BuildTarget.Android: + case BuildTarget.iOS: + case BuildTarget.Lumin: + case BuildTarget.tvOS: + case BuildTarget.WebGL: + return false; + case BuildTarget.PS4: + case BuildTarget.Stadia: + case BuildTarget.StandaloneLinux64: + case BuildTarget.StandaloneWindows: + case BuildTarget.StandaloneWindows64: + case BuildTarget.Switch: + case BuildTarget.WSAPlayer: + case BuildTarget.XboxOne: + return true; + } + throw new System.ArgumentException("Unhandled BuildTarget case '" + buildTarget.ToString() + "'", nameof(buildTarget)); + } + + [Test] + public void Serialization_YamlRefsShouldBeOnOneLine() + { + Assert.That(EditorSettings.serializeInlineMappingsOnOneLine, Is.True, "EditorSettings.serializeInlineMappingsOnOneLine should be ON by default."); + } + + [Test] + [TestCaseSource("GraphicsJobsValidBuildTargets")] + public void GraphicsJobsDefaultSetting(BuildTarget buildTarget) + { + bool expectedValue = GraphicsJobsEnabledByDefault(buildTarget); + bool actualValue = PlayerSettings.GetGraphicsJobsForPlatform(buildTarget); + Assert.That(actualValue, Is.EqualTo(expectedValue)); + } + + [Test] + public void Physics_AutoSyncTransformsShouldBeDisabled() + { + Assert.That(Physics.autoSyncTransforms, Is.False, "Physics.autoSyncTransforms should be OFF by default."); + } + + [Test] + public void Physics_ReuseCollisionCallbacksShouldBeEnabled() + { + Assert.That(Physics.reuseCollisionCallbacks, Is.True, "Physics.reuseCollisionCallbacks should be ON by default."); + } + + [Test] + public void Physics2D_AutoSyncTransformsShouldBeDisabled() + { + Assert.That(Physics2D.autoSyncTransforms, Is.False, "Physics2D.AutoSyncTransforms should be OFF by default."); + } + + [Test] + public void Physics2D_ReuseCollisionCallbacksShouldBeEnabled() + { + Assert.That(Physics2D.reuseCollisionCallbacks, Is.True, "Physics2D.reuseCollisionCallbacks should be ON by default."); + } + + [Test] + public void EditorSettings_SerializationModeShouldBeForceText() + { + Assert.That(EditorSettings.serializationMode, Is.EqualTo(SerializationMode.ForceText), "EditorSettings.serializationMode should be ForceText by default."); + } + + [Test] + public void EditorSettings_LineEndingsForNewScriptsShouldBeOSNative() + { + Assert.That(EditorSettings.lineEndingsForNewScripts, Is.EqualTo(LineEndingsMode.OSNative), "EditorSettings.lineEndingsForNewScripts should be OSNative by default."); + } + + [Test] + public void ProjectSettings_ShouldBeTextSerialized() + { + foreach (var settingsFile in Directory.EnumerateFiles("ProjectSettings")) + { + var settingsFilename = Path.GetFileName(settingsFile); + Assert.That(settingsFilename, Is.Not.Null, "Failed to get name of Settings File"); + if (settingsFilename.Equals("ProjectVersion.txt", StringComparison.OrdinalIgnoreCase)) + { + using (var fs = File.OpenRead(settingsFile)) + { + const string projectVersionString = "m_EditorVersion"; + byte[] buffer = new byte[projectVersionString.Length]; + var read = fs.Read(buffer, 0, projectVersionString.Length); + Assert.That(read, Is.EqualTo(projectVersionString.Length), "Could not read string from ProjectVersion.txt"); + var encoding = new UTF8Encoding(true); + Assert.That(encoding.GetString(buffer), Is.EqualTo(projectVersionString), "ProjectVersion.txt does not start with m_EditorVersion"); + } + } + else if (settingsFilename.Equals("XRSettings.asset", StringComparison.OrdinalIgnoreCase)) + { + //This should be JSON serialised + using (var fs = File.OpenText(settingsFile)) + { + var allText = fs.ReadToEnd(); + Assert.That(allText.StartsWith("{"), Is.True, "XRSettings.asset is not text serialised"); + Assert.That(allText.TrimEnd().EndsWith("}"), Is.True, "XRSettings.asset is not text serialised"); + } + } + else if (Path.GetExtension(settingsFilename).Equals(".asset", StringComparison.OrdinalIgnoreCase)) + { + using (var fs = File.OpenRead(settingsFile)) + { + const string unityMagicString = "%YAML 1.1"; + byte[] buffer = new byte[unityMagicString.Length]; + var read = fs.Read(buffer, 0, unityMagicString.Length); + Assert.That(read, Is.EqualTo(unityMagicString.Length), "Could not read string from " + settingsFile); + var encoding = new UTF8Encoding(true); + Assert.That(encoding.GetString(buffer), Is.EqualTo(unityMagicString), $"{settingsFile} does not start with {unityMagicString}"); + } + } + else + { + throw new Exception($"Unexpected file found {settingsFile}"); + } + } + } + + [Test] + public void OptimiseMeshDataShouldBeDisabled() + { + Assert.That(PlayerSettings.stripUnusedMeshComponents, Is.False, "Optimise Mesh Data should be OFF by default."); + } + } +} \ No newline at end of file diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs.meta new file mode 100644 index 00000000000..210b14e9c09 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/ExpectedSettings.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 31aa40d7c66a24dcc98ac51c12d66853 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/InternalTests.asmdef b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/InternalTests.asmdef new file mode 100644 index 00000000000..f27c07b39a8 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/InternalTests.asmdef @@ -0,0 +1,22 @@ +{ + "name": "Assembly-CSharp-Editor-firstpass-testable", + "references": [ + "UnityEngine.TestRunner", + "UnityEditor.TestRunner" + ], + "includePlatforms": [ + "Editor" + ], + "excludePlatforms": [], + "allowUnsafeCode": false, + "overrideReferences": true, + "precompiledReferences": [ + "nunit.framework.dll" + ], + "autoReferenced": false, + "defineConstraints": [ + "UNITY_INCLUDE_TESTS" + ], + "versionDefines": [], + "noEngineReferences": false +} diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/InternalTests.asmdef.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/InternalTests.asmdef.meta new file mode 100644 index 00000000000..03d3f5713b9 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Editor/InternalTests/InternalTests.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: ef8829620fce54d29a057ea5ccbbab97 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime.meta new file mode 100644 index 00000000000..9938ece6f2c --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime.meta @@ -0,0 +1,8 @@ +fileFormatVersion: 2 +guid: 2e225b75d8f4bbb4185572f2334ffcf4 +folderAsset: yes +DefaultImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeExampleTest.cs b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeExampleTest.cs new file mode 100644 index 00000000000..e1025935a4c --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeExampleTest.cs @@ -0,0 +1,24 @@ +using UnityEngine; +using UnityEngine.TestTools; +using NUnit.Framework; +using System.Collections; + +namespace Tests +{ + public class RuntimeExampleTest + { + [Test] + public void RuntimeExampleTestSimplePasses() { + // Use the Assert class to test conditions. + } + + // A UnityTest behaves like a coroutine in PlayMode + // and allows you to yield null to skip a frame in EditMode + [UnityTest] + public IEnumerator RuntimeExampleTestWithEnumeratorPasses() { + // Use the Assert class to test conditions. + // yield to skip a frame + yield return null; + } + } +} diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeExampleTest.cs.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeExampleTest.cs.meta new file mode 100644 index 00000000000..8b7c2651273 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeExampleTest.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: ec1948f630ac94c45b8b10f76177580b +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeTests.asmdef b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeTests.asmdef new file mode 100644 index 00000000000..08e56917e65 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeTests.asmdef @@ -0,0 +1,6 @@ +{ + "name": "RuntimeTests", + "optionalUnityReferences": [ + "TestAssemblies" + ] +} \ No newline at end of file diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeTests.asmdef.meta b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeTests.asmdef.meta new file mode 100644 index 00000000000..0488c592622 --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/Tests/Runtime/RuntimeTests.asmdef.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 6c3b676f9588f4aa18a2b77306de6976 +AssemblyDefinitionImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/package.json b/com.unity.template-universal/Packages/com.unity.template.universal/package.json new file mode 100644 index 00000000000..c84d733617c --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/package.json @@ -0,0 +1,12 @@ +{ + "name": "com.unity.template.universal", + "displayName": "Universal Render Pipeline", + "version": "8.3.0", + "type": "template", + "unity": "2020.1", + "host": "hub", + "description": "The Universal Render Pipeline Template configures Project settings for Projects where performance, wide platform support, and ease of customizing graphics are the primary considerations.\n\nThis Template uses the Universal Render Pipeline (URP) and Shader Graph. URP is prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution. Shader Graph is a tool that allows you to create shaders using a visual node editor instead of writing code.\n\nThis template contains a sample Scene that contains examples of how to configure lighting settings, Materials, Shaders, and post-processing effects in URP, several preconfigured Universal Render Pipeline Assets that let you quickly swap between graphics quality levels, and Presets that have been optimized for use with URP.", + "dependencies": { + "com.unity.render-pipelines.universal": "8.3.0" + } +} diff --git a/com.unity.template-universal/Packages/com.unity.template.universal/package.json.meta b/com.unity.template-universal/Packages/com.unity.template.universal/package.json.meta new file mode 100644 index 00000000000..59e7eae62bb --- /dev/null +++ b/com.unity.template-universal/Packages/com.unity.template.universal/package.json.meta @@ -0,0 +1,7 @@ +fileFormatVersion: 2 +guid: 8aecba62c09943944818320b8248e7ce +TextScriptImporter: + externalObjects: {} + userData: + assetBundleName: + assetBundleVariant: diff --git a/com.unity.template-universal/Packages/manifest.json b/com.unity.template-universal/Packages/manifest.json new file mode 100644 index 00000000000..007e903140d --- /dev/null +++ b/com.unity.template-universal/Packages/manifest.json @@ -0,0 +1,51 @@ +{ + "dependencies": { + "com.unity.2d.sprite": "1.0.0", + "com.unity.2d.tilemap": "1.0.0", + "com.unity.ads": "3.4.4", + "com.unity.analytics": "3.3.5", + "com.unity.collab-proxy": "1.3.7", + "com.unity.ext.nunit": "1.0.0", + "com.unity.ide.rider": "1.2.1", + "com.unity.ide.visualstudio": "2.0.1", + "com.unity.ide.vscode": "1.2.0", + "com.unity.purchasing": "2.0.6", + "com.unity.render-pipelines.universal": "8.3.0", + "com.unity.test-framework": "1.1.13", + "com.unity.textmeshpro": "3.0.0-preview.4", + "com.unity.timeline": "1.2.11", + "com.unity.ugui": "1.0.0", + "com.unity.xr.legacyinputhelpers": "1.3.8", + "com.unity.modules.ai": "1.0.0", + "com.unity.modules.androidjni": "1.0.0", + "com.unity.modules.animation": "1.0.0", + "com.unity.modules.assetbundle": "1.0.0", + "com.unity.modules.audio": "1.0.0", + "com.unity.modules.cloth": "1.0.0", + "com.unity.modules.director": "1.0.0", + "com.unity.modules.imageconversion": "1.0.0", + "com.unity.modules.imgui": "1.0.0", + "com.unity.modules.jsonserialize": "1.0.0", + "com.unity.modules.particlesystem": "1.0.0", + "com.unity.modules.physics": "1.0.0", + "com.unity.modules.physics2d": "1.0.0", + "com.unity.modules.screencapture": "1.0.0", + "com.unity.modules.terrain": "1.0.0", + "com.unity.modules.terrainphysics": "1.0.0", + "com.unity.modules.tilemap": "1.0.0", + "com.unity.modules.ui": "1.0.0", + "com.unity.modules.uielements": "1.0.0", + "com.unity.modules.umbra": "1.0.0", + "com.unity.modules.unityanalytics": "1.0.0", + "com.unity.modules.unitywebrequest": "1.0.0", + "com.unity.modules.unitywebrequestassetbundle": "1.0.0", + "com.unity.modules.unitywebrequestaudio": "1.0.0", + "com.unity.modules.unitywebrequesttexture": "1.0.0", + "com.unity.modules.unitywebrequestwww": "1.0.0", + "com.unity.modules.vehicles": "1.0.0", + "com.unity.modules.video": "1.0.0", + "com.unity.modules.vr": "1.0.0", + "com.unity.modules.wind": "1.0.0", + "com.unity.modules.xr": "1.0.0" + } +} diff --git a/com.unity.template-universal/ProjectSettings/AudioManager.asset b/com.unity.template-universal/ProjectSettings/AudioManager.asset new file mode 100644 index 00000000000..27287fec5f4 --- /dev/null +++ b/com.unity.template-universal/ProjectSettings/AudioManager.asset @@ -0,0 +1,19 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!11 &1 +AudioManager: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Volume: 1 + Rolloff Scale: 1 + Doppler Factor: 1 + Default Speaker Mode: 2 + m_SampleRate: 0 + m_DSPBufferSize: 1024 + m_VirtualVoiceCount: 512 + m_RealVoiceCount: 32 + m_SpatializerPlugin: + m_AmbisonicDecoderPlugin: + m_DisableAudio: 0 + m_VirtualizeEffects: 1 + m_RequestedDSPBufferSize: 0 diff --git a/com.unity.template-universal/ProjectSettings/ClusterInputManager.asset b/com.unity.template-universal/ProjectSettings/ClusterInputManager.asset new file mode 100644 index 00000000000..e7886b266a0 --- /dev/null +++ b/com.unity.template-universal/ProjectSettings/ClusterInputManager.asset @@ -0,0 +1,6 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!236 &1 +ClusterInputManager: + m_ObjectHideFlags: 0 + m_Inputs: [] diff --git a/com.unity.template-universal/ProjectSettings/DynamicsManager.asset b/com.unity.template-universal/ProjectSettings/DynamicsManager.asset new file mode 100644 index 00000000000..5d5bacb2a5e --- /dev/null +++ b/com.unity.template-universal/ProjectSettings/DynamicsManager.asset @@ -0,0 +1,36 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!55 &1 +PhysicsManager: + m_ObjectHideFlags: 0 + serializedVersion: 13 + m_Gravity: {x: 0, y: -9.81, z: 0} + m_DefaultMaterial: {fileID: 0} + m_BounceThreshold: 2 + m_SleepThreshold: 0.005 + m_DefaultContactOffset: 0.01 + m_DefaultSolverIterations: 6 + m_DefaultSolverVelocityIterations: 1 + m_QueriesHitBackfaces: 0 + m_QueriesHitTriggers: 1 + m_EnableAdaptiveForce: 0 + m_ClothInterCollisionDistance: 0.1 + m_ClothInterCollisionStiffness: 0.2 + m_ContactsGeneration: 1 + m_LayerCollisionMatrix: ffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffffff + m_AutoSimulation: 1 + m_AutoSyncTransforms: 0 + m_ReuseCollisionCallbacks: 1 + m_ClothInterCollisionSettingsToggle: 0 + m_ClothGravity: {x: 0, y: -9.81, z: 0} + m_ContactPairsMode: 0 + m_BroadphaseType: 0 + m_WorldBounds: + m_Center: {x: 0, y: 0, z: 0} + m_Extent: {x: 250, y: 250, z: 250} + m_WorldSubdivisions: 8 + m_FrictionType: 0 + m_EnableEnhancedDeterminism: 0 + m_EnableUnifiedHeightmaps: 1 + m_SolverType: 0 + m_DefaultMaxAngularSpeed: 7 diff --git a/com.unity.template-universal/ProjectSettings/EditorBuildSettings.asset b/com.unity.template-universal/ProjectSettings/EditorBuildSettings.asset new file mode 100644 index 00000000000..2a4cbc567e2 --- /dev/null +++ b/com.unity.template-universal/ProjectSettings/EditorBuildSettings.asset @@ -0,0 +1,11 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!1045 &1 +EditorBuildSettings: + m_ObjectHideFlags: 0 + serializedVersion: 2 + m_Scenes: + - enabled: 1 + path: Assets/Scenes/SampleScene.unity + guid: d1c3109bdb54ad54c8a2b2838528e640 + m_configObjects: {} diff --git a/com.unity.template-universal/ProjectSettings/EditorSettings.asset b/com.unity.template-universal/ProjectSettings/EditorSettings.asset new file mode 100644 index 00000000000..05db6c812e9 --- /dev/null +++ b/com.unity.template-universal/ProjectSettings/EditorSettings.asset @@ -0,0 +1,31 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!159 &1 +EditorSettings: + m_AssetPipelineMode: 1 + m_ObjectHideFlags: 0 + serializedVersion: 10 + m_ExternalVersionControlSupport: Visible Meta Files + m_SerializationMode: 2 + m_LineEndingsForNewScripts: 0 + m_DefaultBehaviorMode: 0 + m_PrefabRegularEnvironment: {fileID: 0} + m_PrefabUIEnvironment: {fileID: 0} + m_SpritePackerMode: 0 + m_SpritePackerPaddingPower: 1 + m_EtcTextureCompressorBehavior: 1 + m_EtcTextureFastCompressor: 1 + m_EtcTextureNormalCompressor: 2 + m_EtcTextureBestCompressor: 4 + m_ProjectGenerationIncludedExtensions: txt;xml;fnt;cd;asmdef;asmref;rsp + m_ProjectGenerationRootNamespace: + m_CollabEditorSettings: + inProgressEnabled: 1 + m_EnableTextureStreamingInEditMode: 1 + m_EnableTextureStreamingInPlayMode: 1 + m_AsyncShaderCompilation: 1 + m_EnterPlayModeOptionsEnabled: 0 + m_EnterPlayModeOptions: 3 + m_ShowLightmapResolutionOverlay: 1 + m_UseLegacyProbeSampleCount: 0 + m_SerializeInlineMappingsOnOneLine: 1 diff --git a/com.unity.template-universal/ProjectSettings/GraphicsSettings.asset b/com.unity.template-universal/ProjectSettings/GraphicsSettings.asset new file mode 100644 index 00000000000..db10dd6de06 --- /dev/null +++ b/com.unity.template-universal/ProjectSettings/GraphicsSettings.asset @@ -0,0 +1,68 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!30 &1 +GraphicsSettings: + m_ObjectHideFlags: 0 + serializedVersion: 13 + m_Deferred: + m_Mode: 1 + m_Shader: {fileID: 69, guid: 0000000000000000f000000000000000, type: 0} + m_DeferredReflections: + m_Mode: 1 + m_Shader: {fileID: 74, guid: 0000000000000000f000000000000000, type: 0} + m_ScreenSpaceShadows: + m_Mode: 1 + m_Shader: {fileID: 64, guid: 0000000000000000f000000000000000, type: 0} + m_LegacyDeferred: + m_Mode: 1 + m_Shader: {fileID: 63, guid: 0000000000000000f000000000000000, type: 0} + m_DepthNormals: + m_Mode: 1 + m_Shader: {fileID: 62, guid: 0000000000000000f000000000000000, type: 0} + m_MotionVectors: + m_Mode: 1 + m_Shader: {fileID: 75, guid: 0000000000000000f000000000000000, type: 0} + m_LightHalo: + m_Mode: 1 + m_Shader: {fileID: 105, guid: 0000000000000000f000000000000000, type: 0} + m_LensFlare: + m_Mode: 1 + m_Shader: {fileID: 102, guid: 0000000000000000f000000000000000, type: 0} + m_AlwaysIncludedShaders: + - {fileID: 7, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 15104, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 15105, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 15106, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 10753, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 10770, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 10783, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16000, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 16001, guid: 0000000000000000f000000000000000, type: 0} + - {fileID: 17000, guid: 0000000000000000f000000000000000, type: 0} + m_PreloadedShaders: [] + m_SpritesDefaultMaterial: {fileID: 10754, guid: 0000000000000000f000000000000000, + type: 0} + m_CustomRenderPipeline: {fileID: 11400000, guid: 19ba41d7c0026c3459d37c2fe90c55a0, + type: 2} + m_TransparencySortMode: 0 + m_TransparencySortAxis: {x: 0, y: 0, z: 1} + m_DefaultRenderingPath: 1 + m_DefaultMobileRenderingPath: 1 + m_TierSettings: [] + m_LightmapStripping: 0 + m_FogStripping: 0 + m_InstancingStripping: 0 + m_LightmapKeepPlain: 1 + m_LightmapKeepDirCombined: 1 + m_LightmapKeepDynamicPlain: 1 + m_LightmapKeepDynamicDirCombined: 1 + m_LightmapKeepShadowMask: 1 + m_LightmapKeepSubtractive: 1 + m_FogKeepLinear: 1 + m_FogKeepExp: 1 + m_FogKeepExp2: 1 + m_AlbedoSwatchInfos: [] + m_LightsUseLinearIntensity: 1 + m_LightsUseColorTemperature: 0 + m_LogWhenShaderIsCompiled: 0 + m_AllowEnlightenSupportForUpgradedProject: 1 diff --git a/com.unity.template-universal/ProjectSettings/InputManager.asset b/com.unity.template-universal/ProjectSettings/InputManager.asset new file mode 100644 index 00000000000..b16147e954f --- /dev/null +++ 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at end of file diff --git a/com.unity.template-universal/README.md b/com.unity.template-universal/README.md new file mode 100644 index 00000000000..80a7ff0d47c --- /dev/null +++ b/com.unity.template-universal/README.md @@ -0,0 +1,96 @@ +## CI Status + +master (2020.1): [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/build-badge.svg?branch=master)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/build-info?branch=master) +[![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/dependencies-badge.svg?branch=master)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/dependencies-info?branch=master) + +2019.3: [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/build-badge.svg?branch=2019.3)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/build-info?branch=2019.3) + +2019.2: [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.lightweight/build-badge.svg?branch=2019.2)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.lightweight/build-info?branch=2019.2) + +2019.1: [![](https://badges.cds.internal.unity3d.com/packages/com.unity.template.lightweight/build-badge.svg?branch=2019.1)](https://badges.cds.internal.unity3d.com/packages/com.unity.template.lightweight/build-info?branch=2019.1) + +## Public Package Versions + +[![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/release-badge.svg)]() +[![ReleaseBadge](https://badges.cds.internal.unity3d.com/packages/com.unity.template.universal/candidates-badge.svg)]() + + +# About _Universal Project Template_ + +The Universal Project Template configures Project settings for Projects where performance and wide platform support are the primary considerations. + +This Project Template uses the following features: + +* Universal Render Pipeline (URP) - A prebuilt Scriptable Render Pipeline that is quick and easy to customize, and lets you create optimized graphics across a wide range of platforms. URP also includes an optimized 2D renderer complete with 2D lights and pixel perfect rendering, and an integrated post-processing solution. For more information, see the URP documentation. +* Shader Graph - This tool allows you to create shaders using a visual node editor instead of writing code. For more information on Shader Graph, see the Shader Graph documentation. + +## Template CI +CI has been added to the project and it will test your template on every commit on `Yamato`. +This will validate that the template package as well as embedded packages (if any) have the right structure, have tests and do not create console logs when opened with Unity. +The CI will also automatically test the template as it would be used by a user on multiple editor versions and OS. +You might need to tweak the list of editors and OS you want to test the template on. For more information, please [go here](https://confluence.hq.unity3d.com/pages/viewpage.action?spaceKey=PAK&title=Setting+up+your+package+CI) + +`Note`: To make use of the CI, your repository must be added to Yamato. +Log in to [Yamato](https://yamato.cds.internal.unity3d.com/) and click on the Project + button on the top right. This will open a dialog asking for you to specify a git url and project name. + +## Trying out your template locally. + +If you want to test your template locally from a user's perspective, you will need to make it available to a Unity Editor. This can be accomplished by following these steps: + +1. Use upm-ci tools to test your template + + You need to make sure you have `Node.js` and `npm` _(install it from [here](https://nodejs.org/en/))_ installed on your machine to package successfully, as the script calls `npm` under the hood for packaging and publishing. The script is tested with `node@v10.16.0` and `npm@5.6.0`. + Install globally the upm-ci package: + + ```npm install upm-ci-utils -g --registry https://api.bintray.com/npm/unity/unity-npm``` + + 1. **To run all your template tests** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template test -u 2018.3``` + + You can test against many versions of Unity with the -u parameter: + + - Testing on a specific version: use `-u 2019.1.0a13` + - Testing on a latest release of a version: use `-u 2019.1` + - Testing on the latest available trunk build: use `-u trunk` + - Testing on a specific branch: use `-u team-name/my-branch` + - Testing on a specific revision: use `-u 3de2277bb0e6` + - Testing with an editor installed on your machine: use `-u /absolute/path/to/the/folder/containing/Unity.app/or/Unity.exe` + + By default, this will download the desired version of the editor in a .Editor folder created in the current working directory. + + 1. **To test what a user would see** + 1. Open a console (or terminal) window and cd your way inside your template project folder + + ```upm-ci template pack``` + This will generate a folder /upm-ci~/templates/ containing a .tgz file of your converted template. + + 1. Include the tarballed template package in Unity editor + + You can then copy the template's `tgz` package file in Unity in one of these paths to make it available in the editor when creating new projects: + + 1. Mac: `/Contents/Resources/PackageManager/ProjectTemplates` + + 1. Windows: `/Data/Resources/PackageManager/ProjectTemplates` + + 1. Preview your project template + + Open Unity Hub. Locate the editor to which you added your template to. + When creating a new project, you should see your template in the templates list: + + ![Template in new project](Packages/com.unity.template.mytemplate/Documentation~/images/template_in_new_project.png) + + Note: f you are launching the Unity editor without the hub, you will not see additional templates in the list. + +## Publishing your template for use in the Editor + +The first step to get your package published to production for public consumption is to send it to the candidates repository, where it can be evaluated by QA and Release Management. You can publish your template to the candidates repository through the added CI, which is the **recommended** approach. + +1. Once you are ready to publish a new version, say version `1.0.0`, you can add a git tag `rc-1.0.0` to the commit you want to publish. The CI will validate and then publish your template to `candidates`. + +1. Request that your template package be published to production by [filling out the following form](https://docs.google.com/forms/d/e/1FAIpQLSeEOeWszG7F5mx_VEYm8SrjcIajxa5WoLXh-yhLvw8odsEnaQ/viewform) + +1. Once your template is published to production, the last step is to create the Ono PR to include your template with a Unity Release, and have it be discovered in the Hub. To do so, create a branch that includes your template in `External/PackageManager/Editor/editor_installer.json` + +`Note`: You can retrieve a version of your template package as an artifact from CI pipelines following any commit made to your repository. This will allow you to easily test a change at any point during your development. diff --git a/com.unity.template-universal/UserSettings/EditorUserSettings.asset b/com.unity.template-universal/UserSettings/EditorUserSettings.asset new file mode 100644 index 00000000000..c01cab83dc9 --- /dev/null +++ b/com.unity.template-universal/UserSettings/EditorUserSettings.asset @@ -0,0 +1,22 @@ +%YAML 1.1 +%TAG !u! tag:unity3d.com,2011: +--- !u!162 &1 +EditorUserSettings: + m_ObjectHideFlags: 0 + serializedVersion: 4 + m_ConfigSettings: + lightmappingDeviceAndPlatform: + value: 53 + flags: 0 + vcSharedLogLevel: + value: 0d5e400f0650 + flags: 0 + m_VCAutomaticAdd: 1 + m_VCDebugCom: 0 + m_VCDebugCmd: 0 + m_VCDebugOut: 0 + m_SemanticMergeMode: 2 + m_VCShowFailedCheckout: 1 + m_VCOverwriteFailedCheckoutAssets: 1 + m_VCOverlayIcons: 1 + m_VCAllowAsyncUpdate: 0 diff --git a/com.unity.testframework.graphics/.gitignore b/com.unity.testframework.graphics/.gitignore deleted file mode 100644 index a0142e7ad62..00000000000 --- a/com.unity.testframework.graphics/.gitignore +++ /dev/null @@ -1,5 +0,0 @@ -artifacts/** -build/** -Documentation/ApiDocs/** -.DS_Store -.npmrc diff --git a/com.unity.testframework.graphics/.gitlab-ci.yml b/com.unity.testframework.graphics/.gitlab-ci.yml deleted file mode 100644 index 45a43a13b1c..00000000000 --- a/com.unity.testframework.graphics/.gitlab-ci.yml +++ /dev/null @@ -1,12 +0,0 @@ -image: node:6.10.0 - -stages: - - push_to_packman_staging - -push_to_packman_staging: - stage: push_to_packman_staging - only: - - tags - script: - - curl -u $USER_NAME:$API_KEY https://staging-packages.unity.com/auth > .npmrc - - npm publish diff --git a/com.unity.testframework.graphics/.npmignore b/com.unity.testframework.graphics/.npmignore deleted file mode 100644 index 4b7646346e0..00000000000 --- a/com.unity.testframework.graphics/.npmignore +++ /dev/null @@ -1,10 +0,0 @@ -artifacts/** -build/** -Documentation/ApiDocs/** -.DS_Store -.npmrc -.npmignore -.gitignore -QAReport.md -QAReport.md.meta -.gitlab-ci.yml diff --git a/com.unity.testframework.graphics/CHANGELOG.md b/com.unity.testframework.graphics/CHANGELOG.md deleted file mode 100644 index f4e35ab86dd..00000000000 --- a/com.unity.testframework.graphics/CHANGELOG.md +++ /dev/null @@ -1,54 +0,0 @@ -# Changelog -All notable changes to this package will be documented in this file. - -The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) -and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.html). - -## [8.0.0] - 2019-11-18 - -Version Updated -The version number for this package has increased due to a version update of a related graphics package. - -## [7.1.1] - 2019-09-05 - -Version Updated -The version number for this package has increased due to a version update of a related graphics package. - -## [7.0.1] - 2019-07-25 - -Version Updated -The version number for this package has increased due to a version update of a related graphics package. - -## [7.0.0] - 2019-07-17 - -## [6.7.0] - 2019-05-16 - -## [6.6.0] - 2019-04-01 - -## [6.5.0] - 2019-03-07 - -## [6.4.0] - 2019-02-21 - -## [6.3.0] - 2019-02-18 - -## [6.2.0] - 2019-02-15 - -## [6.1.0] - 2019-02-13 - -## [6.0.0] - 2019-02-23 - -## [5.2.0] - 2018-11-27 - -## [5.1.0] - 2018-11-18 - -## [5.0.0-preview] - 2018-09-28 - -## [4.0.0-preview] - 2019-09-21 - -## [3.3.0] - 2018-01-01 - -## [3.2.0] - 2018-01-01 - -## [3.1.0] - 2018-01-01 - -## [0.1.0] - 2018-01-01 diff --git a/com.unity.testframework.graphics/CHANGELOG.md.meta b/com.unity.testframework.graphics/CHANGELOG.md.meta deleted file mode 100644 index 30af24eaa80..00000000000 --- a/com.unity.testframework.graphics/CHANGELOG.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: cd04314c81180ae40bf3b7b030d390c5 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/CONTRIBUTIONS.md b/com.unity.testframework.graphics/CONTRIBUTIONS.md deleted file mode 100644 index 97360490ade..00000000000 --- a/com.unity.testframework.graphics/CONTRIBUTIONS.md +++ /dev/null @@ -1,9 +0,0 @@ -# Contributions - -## If you are interested in contributing, here are some ground rules: -* ... Define guidelines & rules for what contributors need to know to successfully make Pull requests against your repo ... - -## All contributions are subject to the [Unity Contribution Agreement(UCA)](https://unity3d.com/legal/licenses/Unity_Contribution_Agreement) -By making a pull request, you are confirming agreement to the terms and conditions of the UCA, including that your Contributions are your original creation and that you have complete right and authority to make your Contributions. - -## Once you have a change ready following these ground rules. Simply make a pull request in Github diff --git a/com.unity.testframework.graphics/CONTRIBUTIONS.md.meta b/com.unity.testframework.graphics/CONTRIBUTIONS.md.meta deleted file mode 100644 index 5d2fabbaba0..00000000000 --- a/com.unity.testframework.graphics/CONTRIBUTIONS.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 55bc73776cee17b4c9292ea7e6a53de8 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Documentation~/com.unity.testframework.graphics.md b/com.unity.testframework.graphics/Documentation~/com.unity.testframework.graphics.md deleted file mode 100644 index 3cf016ebbf7..00000000000 --- a/com.unity.testframework.graphics/Documentation~/com.unity.testframework.graphics.md +++ /dev/null @@ -1,68 +0,0 @@ -# About the Graphics Test Framework - -Use the Graphics Test Framework package to create automated tests for rendering outputs - tests that render an image and compare it to a 'known good' reference image. - -# Installing the Graphics Test Framework - -To install this package, follow the instructions in the [Package Manager documentation](https://docs.unity3d.com/Packages/com.unity.package-manager-ui@latest/index.html). - - -# Using the Graphics Test Framework - -There are two main components to the framework: - -## ImageAssert.AreEqual() - -This is a new assertion method that you can use in your tests to check two images for equality. There is also an overload that takes a camera instead of an image, and automatically captures the camera output for you and compares that. - -An optional third parameter allows you to configure the sensitivity of the check. Even when everything else is the same, it's common for there to be small differences between images due to changes in hardware, driver version, and so on. You can use this third parameter to set a threshold for how different pixels need to be before they are counted, and you can set a threshold for how different the overall image needs to be before the assertion will fail. - -## Automatic test case management - -The framework can automatically generate test cases based on the scenes in the project and manage reference images for them. - -Using this feature requires a little bit of setup. Firstly, on your test method itself, you should add two attributes, `[PrebuildSetup("SetupGraphicsTestCases")]` and `[UseGraphicsTestCases]`, like this: - -``` -[UnityTest] -[PrebuildSetup("SetupGraphicsTestCases")] -[UseGraphicsTestCases] -public IEnumerator DoTest(GraphicsTestCase testCase) -{ - -} -``` - -Your test method should also take a single `GraphicsTestCase` parameter. You will also usually want to use `[UnityTest]` and return `IEnumerator`, rather than using `[Test]` and returning `void`, because usually you will want to load a new scene in your test, and this requires yielding one frame for the load to complete. - -With this in place, any scene added to the build systems will result in a test case for the scene being generated in the test runner. - -### Reference images - -The simplest way to set up your initial reference images is to allow the tests to generate them. Once you have created your tests and added them to the Build Settings, you can either run the tests in-Editor to generate images using the Editor renderer, or you can exit Unity and run the tests on-device from the commandline. - -When the run completes, you should be able to obtain a TestResults.xml file for the run. As well as reporting that the tests failed (because they have no reference images), the TestResults.xml file will also contain encoded versions of the rendered images. - -In Unity, go to `Tests -> Extract images from TestResults.xml...` and select the TestResults.xml file created by the run. The framework will process the images in the test results and put them into a folder called "ActualImages" in the root of your Assets folder, where you can inspect them to make sure they look correct. - -Once you're happy that the images look correct, you should rename the `ActualImages` folder to `ReferenceImages` (or merge the images into the existing ReferenceImages folder, if there is one). Run the tests again and you should see that they now use the reference images successfully! - -By default, reference images will be set up in a three-level hierarchy of folders: `ColorSpace/Platform/GraphicsAPI`. If you want to use the same reference image across multiple graphics APIs, you can put it directly into the `ColorSpace/Platform` folder. - -# Technical details -## Requirements - -This version of the Graphics Test Framework is compatible with the following versions of the Unity Editor: - -* 2018.1 and later (recommended) - -## Known limitations - -Graphics Test Framework version 0.1.0 includes the following known limitations: - -* Actual/Diff images cannot be retrieved from test results when running in-player tests from the Unity Test Runner interactively. The commandline must be used instead. - -## Document revision history -|Date|Reason| -|---|---| -|May 10, 2018|Document created. Matches package version 0.1| diff --git a/com.unity.testframework.graphics/Documentation~/com.unity.testframework.graphics.md.meta b/com.unity.testframework.graphics/Documentation~/com.unity.testframework.graphics.md.meta deleted file mode 100644 index 4165c958cd9..00000000000 --- a/com.unity.testframework.graphics/Documentation~/com.unity.testframework.graphics.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: 03d48d8ca28e87a48a9d0314d7ac63b6 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor.meta b/com.unity.testframework.graphics/Editor.meta deleted file mode 100644 index 257c593ede6..00000000000 --- a/com.unity.testframework.graphics/Editor.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: eb1b22e9f00ada6419bc30328a2c466a -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/CreateSceneListFileFromBuildSettings.cs b/com.unity.testframework.graphics/Editor/CreateSceneListFileFromBuildSettings.cs deleted file mode 100644 index 6696ea3220d..00000000000 --- a/com.unity.testframework.graphics/Editor/CreateSceneListFileFromBuildSettings.cs +++ /dev/null @@ -1,14 +0,0 @@ -using System.IO; -using System.Linq; -using UnityEngine.TestTools; - -namespace UnityEditor.TestTools.Graphics -{ - internal class CreateSceneListFileFromBuildSettings : IPrebuildSetup - { - public void Setup() - { - File.WriteAllLines("Assets/StreamingAssets/SceneList.txt", EditorGraphicsTestCaseProvider.GetTestScenePaths()); - } - } -} diff --git a/com.unity.testframework.graphics/Editor/CreateSceneListFileFromBuildSettings.cs.meta b/com.unity.testframework.graphics/Editor/CreateSceneListFileFromBuildSettings.cs.meta deleted file mode 100644 index de7148fd73b..00000000000 --- a/com.unity.testframework.graphics/Editor/CreateSceneListFileFromBuildSettings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: e02dcad3481a66646ab624b2c38ab235 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/CustomBuild.cs b/com.unity.testframework.graphics/Editor/CustomBuild.cs deleted file mode 100644 index ae59635954b..00000000000 --- a/com.unity.testframework.graphics/Editor/CustomBuild.cs +++ /dev/null @@ -1,113 +0,0 @@ -using UnityEditor; -using System.Collections.Generic; -using UnityEngine; -using UnityEngine.Rendering; - -public static class CustomBuild -{ - - [MenuItem("Tools/Build Android (GLES2 - Gamma)")] - static void BuildAndroidGLES2Gamma() - { - string path = EditorUtility.SaveFolderPanel("Choose Location of Build", "", ""); - PlayerSettings.colorSpace = ColorSpace.Gamma; - BuildTarget buildTarget = BuildTarget.Android; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.OpenGLES2 }; - BuildScenes(path, graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - [MenuItem("Tools/Build Android (Vulkan - Linear)")] - static void BuildAndroidVulkanLinear() - { - string path = EditorUtility.SaveFolderPanel("Choose Location of Build", "", ""); - PlayerSettings.colorSpace = ColorSpace.Linear; - BuildTarget buildTarget = BuildTarget.Android; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.Vulkan }; - BuildScenes(path, graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - [MenuItem("Tools/Build Android (GLES3 - Linear)")] - static void BuildAndroidGLES3Linear() - { - string path = EditorUtility.SaveFolderPanel("Choose Location of Build", "", ""); - PlayerSettings.colorSpace = ColorSpace.Linear; - BuildTarget buildTarget = BuildTarget.Android; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.OpenGLES3 }; - BuildScenes(path, graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - [MenuItem("Tools/Build iOS (Metal)")] - static void BuildiOSMetal() - { - string path = EditorUtility.SaveFolderPanel("Choose Location of Build", "", ""); - PlayerSettings.colorSpace = ColorSpace.Linear; - BuildTarget buildTarget = BuildTarget.iOS; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.Metal }; - BuildScenes(path, graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - static void BuildWindowsVulkanLinear() - { - PlayerSettings.colorSpace = ColorSpace.Linear; - BuildTarget buildTarget = BuildTarget.StandaloneWindows64; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.Vulkan }; - BuildScenes(".", graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - static void BuildLinuxVulkanLinear() - { - PlayerSettings.colorSpace = ColorSpace.Linear; - BuildTarget buildTarget = BuildTarget.StandaloneLinux64; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.Vulkan }; - BuildScenes(".", graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - static void BuildLinuxOpenGLCoreLinear() - { - PlayerSettings.colorSpace = ColorSpace.Linear; - BuildTarget buildTarget = BuildTarget.StandaloneLinux64; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.OpenGLCore }; - BuildScenes(".", graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - static void BuildWindowsDX11Linear() - { - PlayerSettings.colorSpace = ColorSpace.Linear; - BuildTarget buildTarget = BuildTarget.StandaloneWindows64; - BuildOptions buildOptions = BuildOptions.None; - - GraphicsDeviceType[] graphicsAPIs = { GraphicsDeviceType.Direct3D11 }; - BuildScenes(".", graphicsAPIs[0].ToString(), buildTarget, buildOptions, graphicsAPIs); - } - - static void BuildScenes(string path, string name, BuildTarget buildTarget, BuildOptions buildOptions, GraphicsDeviceType[] graphicsAPIs) - { - string buildName = string.Format("{0}{1}", "TestScenes", name); - - PlayerSettings.SetGraphicsAPIs(buildTarget, graphicsAPIs); - PlayerSettings.productName = buildName; - PlayerSettings.applicationIdentifier = string.Format("com.unity.{0}", buildName); - - List scenesToBuild = new List(); - foreach (EditorBuildSettingsScene scene in EditorBuildSettings.scenes) - if (scene.enabled) - scenesToBuild.Add(scene.path); - - string suffix = (buildTarget == BuildTarget.Android) ? ".apk" : ""; - BuildPipeline.BuildPlayer(scenesToBuild.ToArray(), string.Format("{0}/{1}{2}", path, buildName, suffix), buildTarget, buildOptions); - } -} diff --git a/com.unity.testframework.graphics/Editor/CustomBuild.cs.meta b/com.unity.testframework.graphics/Editor/CustomBuild.cs.meta deleted file mode 100644 index f43a411168a..00000000000 --- a/com.unity.testframework.graphics/Editor/CustomBuild.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3fc1e5e26c29b32489f454aee37f3342 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/ImageHandlerRegister.cs b/com.unity.testframework.graphics/Editor/ImageHandlerRegister.cs deleted file mode 100644 index b84e8585b26..00000000000 --- a/com.unity.testframework.graphics/Editor/ImageHandlerRegister.cs +++ /dev/null @@ -1,20 +0,0 @@ -using UnityEditor; -using UnityEditor.Networking.PlayerConnection; - -[InitializeOnLoad] -public static class ImageHandlerRegister -{ - static ImageHandlerRegister() - { - EditorConnection.instance.Initialize(); - EditorConnection.instance.Register(FailedImageMessage.MessageId, ImageHandler.instance.HandleFailedImageEvent); - - AssemblyReloadEvents.beforeAssemblyReload += Unregister; - } - - private static void Unregister() - { - EditorConnection.instance.Unregister(FailedImageMessage.MessageId, ImageHandler.instance.HandleFailedImageEvent); - AssemblyReloadEvents.beforeAssemblyReload -= Unregister; - } -} diff --git a/com.unity.testframework.graphics/Editor/ImageHandlerRegister.cs.meta b/com.unity.testframework.graphics/Editor/ImageHandlerRegister.cs.meta deleted file mode 100644 index 2ac285f8c3e..00000000000 --- a/com.unity.testframework.graphics/Editor/ImageHandlerRegister.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5dda0fc197323d749ac2f5018d27eae9 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/ResultDisplay.shader b/com.unity.testframework.graphics/Editor/ResultDisplay.shader deleted file mode 100644 index f27bf6f4885..00000000000 --- a/com.unity.testframework.graphics/Editor/ResultDisplay.shader +++ /dev/null @@ -1,66 +0,0 @@ -Shader "Hidden/GraphicTests/ResultDisplay" -{ - Properties - { - _MainTex ("Texture", 2D) = "white" {} - _ResultTex ("Result Texture", 2D) = "white" {} - _DiffTex ("Diff Texture", 2D) = "white" {} - - _DiffA("Diff A", float ) = 0.4 - _DiffB("Diff B", float ) = 0.6 - } - SubShader - { - Tags { "RenderType"="Opaque" } - LOD 100 - - Pass - { - CGPROGRAM - #pragma vertex vert - #pragma fragment frag - - #include "UnityCG.cginc" - - struct appdata - { - float4 vertex : POSITION; - float2 uv : TEXCOORD0; - }; - - struct v2f - { - float2 uv : TEXCOORD0; - float4 vertex : SV_POSITION; - }; - - sampler2D _MainTex, _ResultTex, _DiffTex; - float _DiffA, _DiffB; - - v2f vert (appdata v) - { - v2f o; - o.vertex = UnityObjectToClipPos(v.vertex); - o.uv = v.uv; - return o; - } - - float4 frag (v2f i) : SV_Target - { - float4 col = fixed4(0,0,0,1); - - if ( i.uv.x < _DiffA ) - col = tex2D(_MainTex, i.uv); - else if (i.uv.x < _DiffB ) - col = tex2D(_DiffTex, i.uv); - else - col = tex2D(_ResultTex, i.uv); - - col = pow(col, 1.0/2.2); - - return col; - } - ENDCG - } - } -} diff --git a/com.unity.testframework.graphics/Editor/ResultDisplay.shader.meta b/com.unity.testframework.graphics/Editor/ResultDisplay.shader.meta deleted file mode 100644 index 6e4860f7364..00000000000 --- a/com.unity.testframework.graphics/Editor/ResultDisplay.shader.meta +++ /dev/null @@ -1,9 +0,0 @@ -fileFormatVersion: 2 -guid: 68271866cd32c9f47a7e8db8110b51dd -ShaderImporter: - externalObjects: {} - defaultTextures: [] - nonModifiableTextures: [] - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/SetupGraphicsTestCases.cs b/com.unity.testframework.graphics/Editor/SetupGraphicsTestCases.cs deleted file mode 100644 index 53cefb84db8..00000000000 --- a/com.unity.testframework.graphics/Editor/SetupGraphicsTestCases.cs +++ /dev/null @@ -1,290 +0,0 @@ -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using UnityEngine; -using UnityEngine.Rendering; -using UnityEngine.TestTools; -using UnityEngine.SceneManagement; -using System.Reflection; - -using UnityEditor; -using EditorSceneManagement = UnityEditor.SceneManagement; - -namespace UnityEditor.TestTools.Graphics -{ - /// - /// Test framework prebuild step to collect reference images for the current test run and prepare them for use in the - /// player. - /// Will also build Lightmaps for specially labelled scenes. - /// - public class SetupGraphicsTestCases - { - static string bakeLabel = "TestRunnerBake"; - - private static bool IsBuildingForEditorPlaymode - { - get - { - var playmodeLauncher = - typeof(RequirePlatformSupportAttribute).Assembly.GetType( - "UnityEditor.TestTools.TestRunner.PlaymodeLauncher"); - var isRunningField = playmodeLauncher.GetField("IsRunning"); - - return (bool)isRunningField.GetValue(null); - } - } - - public void Setup() - { - Setup(EditorGraphicsTestCaseProvider.ReferenceImagesRoot); - } - - public void Setup(string rootImageTemplatePath) - { - ColorSpace colorSpace; - BuildTarget buildPlatform; - RuntimePlatform runtimePlatform; - GraphicsDeviceType[] graphicsDevices; - - UnityEditor.EditorPrefs.SetBool("AsynchronousShaderCompilation", false); - - // Figure out if we're preparing to run in Editor playmode, or if we're building to run outside the Editor - if (IsBuildingForEditorPlaymode) - { - colorSpace = QualitySettings.activeColorSpace; - buildPlatform = BuildTarget.NoTarget; - runtimePlatform = Application.platform; - graphicsDevices = new[] {SystemInfo.graphicsDeviceType}; - } - else - { - buildPlatform = EditorUserBuildSettings.activeBuildTarget; - runtimePlatform = Utils.BuildTargetToRuntimePlatform(buildPlatform); - colorSpace = PlayerSettings.colorSpace; - graphicsDevices = PlayerSettings.GetGraphicsAPIs(buildPlatform); - } - - var bundleBuilds = new List(); - - foreach (var api in graphicsDevices) - { - var images = EditorGraphicsTestCaseProvider.CollectReferenceImagePathsFor(rootImageTemplatePath, colorSpace, runtimePlatform, api); - - Utils.SetupReferenceImageImportSettings(images.Values); - - if (buildPlatform == BuildTarget.NoTarget) - continue; - - bundleBuilds.Add(new AssetBundleBuild - { - assetBundleName = string.Format("referenceimages-{0}-{1}-{2}", colorSpace, runtimePlatform, api), - addressableNames = images.Keys.ToArray(), - assetNames = images.Values.ToArray() - }); - } - - if (bundleBuilds.Count > 0) - { - if (!Directory.Exists("Assets/StreamingAssets")) - Directory.CreateDirectory("Assets/StreamingAssets"); - - foreach (var bundle in bundleBuilds) - { - BuildPipeline.BuildAssetBundles("Assets/StreamingAssets", new [] { bundle }, BuildAssetBundleOptions.None, - buildPlatform); - } - } - - - // For each scene in the build settings, force build of the lightmaps if it has "DoLightmap" label. - // Note that in the PreBuildSetup stage, TestRunner has already created a new scene with its testing monobehaviours - - Scene trScene = EditorSceneManagement.EditorSceneManager.GetSceneAt(0); - - string[] selectedScenes = GetSelectedScenes(); - - var sceneIndex = 0; - var totalScenes = EditorBuildSettings.scenes.Length; - - string[] filterGUIDs = AssetDatabase.FindAssets("t:TestFilters"); - - List filters = new List(); - foreach (var filterGUID in filterGUIDs) - { - string filterPath = AssetDatabase.GUIDToAssetPath(filterGUID); - filters.Add(AssetDatabase.LoadAssetAtPath(filterPath, typeof(TestFilters)) as TestFilters); - } - // Disabling scenes directly in EditorBuildSettings.scenes does not work - // As a solution - disabling scenes in temporary variable and then assigning it back to EditorBuildSettings.scenes - EditorBuildSettingsScene[] scenes = EditorBuildSettings.scenes; - - foreach ( EditorBuildSettingsScene scene in scenes) - { - if (!scene.enabled) continue; - - if (filters.Count > 0) - { - // Right now leaving only single filter available per project. - var filtersForScene = filters.First().filters.Where(f => AssetDatabase.GetAssetPath(f.FilteredScene) == scene.path); - bool enableScene = true; - string filterReasons = ""; - - foreach (var filter in filtersForScene) - { - if ((filter.BuildPlatform == buildPlatform || filter.BuildPlatform == BuildTarget.NoTarget) && - (filter.GraphicsDevice == graphicsDevices.First() || filter.GraphicsDevice == GraphicsDeviceType.Null) && - (filter.ColorSpace == colorSpace || filter.ColorSpace == ColorSpace.Uninitialized)) - { - // Adding reasons in case when same test is ignored several times - filterReasons += filter.Reason + "\n"; - enableScene = false; - } - } - scene.enabled = enableScene; - if (!enableScene) - { - Debug.Log(string.Format("Removed scene {0} from build settings because {1}", Path.GetFileNameWithoutExtension(scene.path), filterReasons)); - continue; - } - } - - - SceneAsset sceneAsset = AssetDatabase.LoadAssetAtPath(scene.path); - var labels = new System.Collections.Generic.List(AssetDatabase.GetLabels(sceneAsset)); - - // if we successfully retrieved the names of the selected scenes, we filter using this list - if (selectedScenes.Length > 0 && !selectedScenes.Contains(sceneAsset.name)) - continue; - - if ( labels.Contains(bakeLabel) ) - { - EditorSceneManagement.EditorSceneManager.OpenScene(scene.path, EditorSceneManagement.OpenSceneMode.Additive); - - Scene currentScene = EditorSceneManagement.EditorSceneManager.GetSceneAt(1); - - EditorSceneManagement.EditorSceneManager.SetActiveScene(currentScene); -#pragma warning disable 618 - Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.OnDemand; -#pragma warning restore 618 - EditorUtility.DisplayProgressBar($"Baking Test Scenes {(sceneIndex + 1).ToString()}/{totalScenes.ToString()}", $"Baking {sceneAsset.name}", ((float)sceneIndex / totalScenes)); - - Lightmapping.Bake(); - - EditorSceneManagement.EditorSceneManager.SaveScene( currentScene ); - - EditorSceneManagement.EditorSceneManager.SetActiveScene(trScene); - - EditorSceneManagement.EditorSceneManager.CloseScene(currentScene, true); - } - - sceneIndex++; - } - - EditorUtility.ClearProgressBar(); - EditorBuildSettings.scenes = scenes; - - if (!IsBuildingForEditorPlaymode) - new CreateSceneListFileFromBuildSettings().Setup(); - } - - string[] GetSelectedScenes() - { - try { - var testRunnerWindowType = Type.GetType("UnityEditor.TestTools.TestRunner.TestRunnerWindow, UnityEditor.TestRunner, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null"); // type: TestRunnerWindow - var testRunnerWindow = EditorWindow.GetWindow(testRunnerWindowType); - var playModeListGUI = testRunnerWindowType.GetField("m_PlayModeTestListGUI", BindingFlags.NonPublic | BindingFlags.Instance); // type: PlayModeTestListGUI - var testListTree = playModeListGUI.FieldType.BaseType.GetField("m_TestListTree", BindingFlags.NonPublic | BindingFlags.Instance); // type: TreeViewController - - // internal treeview GetSelection: - var getSelectionMethod = testListTree.FieldType.GetMethod("GetSelection", BindingFlags.Public | BindingFlags.Instance); // int[] GetSelection(); - var playModeListGUIValue = playModeListGUI.GetValue(testRunnerWindow); - var testListTreeValue = testListTree.GetValue(playModeListGUIValue); - - var selectedItems = getSelectionMethod.Invoke(testListTreeValue, null); - - var getSelectedTestsAsFilterMethod = playModeListGUI.FieldType.BaseType.GetMethod( - "GetSelectedTestsAsFilter", - BindingFlags.NonPublic | BindingFlags.Instance - ); - - dynamic testRunnerFilterArray = getSelectedTestsAsFilterMethod.Invoke(playModeListGUIValue, new object[] { selectedItems }); - - var testNamesField = testRunnerFilterArray[0].GetType().GetField("testNames", BindingFlags.Instance | BindingFlags.Public); - - List< string > testNames = new List(); - foreach (dynamic testRunnerFilter in testRunnerFilterArray) - testNames.AddRange(testNamesField.GetValue(testRunnerFilter)); - - return testNames.Select(name => name.Substring(name.LastIndexOf('.') + 1)).ToArray(); - } catch (Exception) { - return new string[] {}; // Ignore error and return an empty array - } - } - - static string lightmapDataGitIgnore = @"Lightmap-*_comp* -LightingData.* -ReflectionProbe-*"; - - [MenuItem("Assets/Tests/Toggle Scene for Bake")] - public static void LabelSceneForBake() - { - UnityEngine.Object[] sceneAssets = Selection.GetFiltered(typeof(SceneAsset), SelectionMode.DeepAssets); - - EditorSceneManagement.EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); - EditorSceneManagement.SceneSetup[] previousSceneSetup = EditorSceneManagement.EditorSceneManager.GetSceneManagerSetup(); - - foreach (UnityEngine.Object sceneAsset in sceneAssets) - { - List labels = new System.Collections.Generic.List(AssetDatabase.GetLabels(sceneAsset)); - - string scenePath = AssetDatabase.GetAssetPath(sceneAsset); - string gitIgnorePath = Path.Combine( Path.Combine( Application.dataPath.Substring(0, Application.dataPath.Length-6), scenePath.Substring(0, scenePath.Length-6) ) , ".gitignore" ); - - if (labels.Contains(bakeLabel)) - { - labels.Remove(bakeLabel); - File.Delete(gitIgnorePath); - } - else - { - labels.Add(bakeLabel); - - string sceneLightingDataFolder = Path.Combine( Path.GetDirectoryName(scenePath), Path.GetFileNameWithoutExtension(scenePath) ); - if ( !AssetDatabase.IsValidFolder(sceneLightingDataFolder) ) - AssetDatabase.CreateFolder( Path.GetDirectoryName(scenePath), Path.GetFileNameWithoutExtension(scenePath) ); - - File.WriteAllText(gitIgnorePath, lightmapDataGitIgnore); - - EditorSceneManagement.EditorSceneManager.OpenScene(scenePath, EditorSceneManagement.OpenSceneMode.Single); - EditorSceneManagement.EditorSceneManager.SetActiveScene( EditorSceneManagement.EditorSceneManager.GetSceneAt(0) ); -#pragma warning disable 618 - Lightmapping.giWorkflowMode = Lightmapping.GIWorkflowMode.OnDemand; -#pragma warning restore 618 - EditorSceneManagement.EditorSceneManager.SaveScene( EditorSceneManagement.EditorSceneManager.GetSceneAt(0) ); - } - - AssetDatabase.SetLabels( sceneAsset, labels.ToArray() ); - } - AssetDatabase.Refresh(); - - if (previousSceneSetup.Length == 0) - EditorSceneManagement.EditorSceneManager.NewScene(EditorSceneManagement.NewSceneSetup.DefaultGameObjects, EditorSceneManagement.NewSceneMode.Single); - else - EditorSceneManagement.EditorSceneManager.RestoreSceneManagerSetup(previousSceneSetup); - } - - [MenuItem("Assets/Tests/Toggle Scene for Bake", true)] - public static bool LabelSceneForBake_Test() - { - return IsSceneAssetSelected(); - } - - public static bool IsSceneAssetSelected() - { - UnityEngine.Object[] sceneAssets = Selection.GetFiltered(typeof(SceneAsset), SelectionMode.DeepAssets); - - return sceneAssets.Length != 0; - } - } -} diff --git a/com.unity.testframework.graphics/Editor/SetupGraphicsTestCases.cs.meta b/com.unity.testframework.graphics/Editor/SetupGraphicsTestCases.cs.meta deleted file mode 100644 index dafd7b9be47..00000000000 --- a/com.unity.testframework.graphics/Editor/SetupGraphicsTestCases.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b1376c1a2d73304458dee9c0d11fa244 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/TestFilters.meta b/com.unity.testframework.graphics/Editor/TestFilters.meta deleted file mode 100644 index be3d7038866..00000000000 --- a/com.unity.testframework.graphics/Editor/TestFilters.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: b64b46d14681d7a4193d5176402a183e -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/TestFilters/TestFilterConfig.cs b/com.unity.testframework.graphics/Editor/TestFilters/TestFilterConfig.cs deleted file mode 100644 index 2285fc51807..00000000000 --- a/com.unity.testframework.graphics/Editor/TestFilters/TestFilterConfig.cs +++ /dev/null @@ -1,13 +0,0 @@ -using UnityEngine; -using UnityEngine.Rendering; -using UnityEditor; - -[System.Serializable] -public class TestFilterConfig -{ - public SceneAsset FilteredScene; - public ColorSpace ColorSpace = ColorSpace.Uninitialized; - public BuildTarget BuildPlatform = BuildTarget.NoTarget; - public GraphicsDeviceType GraphicsDevice = GraphicsDeviceType.Null; - public string Reason; -} diff --git a/com.unity.testframework.graphics/Editor/TestFilters/TestFilterConfig.cs.meta b/com.unity.testframework.graphics/Editor/TestFilters/TestFilterConfig.cs.meta deleted file mode 100644 index b368c1eb4fa..00000000000 --- a/com.unity.testframework.graphics/Editor/TestFilters/TestFilterConfig.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 55d728beb04a27e47ab2f9c9b9b2381b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/TestFilters/TestFilters.cs b/com.unity.testframework.graphics/Editor/TestFilters/TestFilters.cs deleted file mode 100644 index 035c310719e..00000000000 --- a/com.unity.testframework.graphics/Editor/TestFilters/TestFilters.cs +++ /dev/null @@ -1,25 +0,0 @@ -#if UNITY_EDITOR -using System; -using System.Collections; -using System.Collections.Generic; -using System.Linq; -using UnityEngine; - -[System.Serializable] -[CreateAssetMenu(fileName = "TestCaseFilters", menuName = "Test Filter ScriptableObject", order = 1)] -public class TestFilters : ScriptableObject -{ - public TestFilterConfig[] filters; - - public TestFilters() - { - filters = new TestFilterConfig[1]; - } - - public void SortBySceneName() - { - Array.Sort(filters, - (a, b) => a.FilteredScene == null ? 1 : b.FilteredScene == null ? -1 : a.FilteredScene.name.CompareTo(b.FilteredScene.name)); - } -} -#endif diff --git a/com.unity.testframework.graphics/Editor/TestFilters/TestFilters.cs.meta b/com.unity.testframework.graphics/Editor/TestFilters/TestFilters.cs.meta deleted file mode 100644 index c62519e3948..00000000000 --- a/com.unity.testframework.graphics/Editor/TestFilters/TestFilters.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5f6aa9f32113aec4a8bded44c1febe5c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/TestFilters/TestFiltersEditor.cs b/com.unity.testframework.graphics/Editor/TestFilters/TestFiltersEditor.cs deleted file mode 100644 index 570d84dcd18..00000000000 --- a/com.unity.testframework.graphics/Editor/TestFilters/TestFiltersEditor.cs +++ /dev/null @@ -1,90 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -using UnityEditor; -using UnityEditor.TestTools.Graphics; -using UnityEngine.Rendering; -using System; -using System.Linq; - -[CustomEditor(typeof(TestFilters))] -public class TestFiltersEditor : Editor -{ - SerializedProperty filters; - - public void OnEnable() - { - filters = serializedObject.FindProperty("filters"); - } - - public override void OnInspectorGUI() - { - serializedObject.Update(); - var lastSceneName = string.Empty; - var fieldLayoutOptions = new GUILayoutOption[] - { - GUILayout.MinWidth(40f), - GUILayout.MaxWidth(180f) - }; - - - EditorGUILayout.BeginHorizontal(); - GUILayout.Space(40); - - EditorGUILayout.LabelField(new GUIContent("Scene", "The scene to apply this filter to"), fieldLayoutOptions); - EditorGUILayout.LabelField(new GUIContent("Reason", "The reason this config is filtered"), fieldLayoutOptions); - EditorGUILayout.LabelField(new GUIContent("Color Space", "Color space to filter, Unitialized will filter all color spaces."), fieldLayoutOptions); - EditorGUILayout.LabelField(new GUIContent("Platform", "The build platform to filter, No Target will filter all platforms."), fieldLayoutOptions); - EditorGUILayout.LabelField(new GUIContent("Graphics API", "The graphics api to filter, Null filters all apis."), fieldLayoutOptions); - - EditorGUILayout.EndHorizontal(); - - for (int i = 0; i < filters.arraySize; i++) - { - var filterElement = filters.GetArrayElementAtIndex(i); - - var scene = filterElement.FindPropertyRelative("FilteredScene"); - var colorSpace = filterElement.FindPropertyRelative("ColorSpace"); - var buildPlatform = filterElement.FindPropertyRelative("BuildPlatform"); - var graphicsType = filterElement.FindPropertyRelative("GraphicsDevice"); - var reason = filterElement.FindPropertyRelative("Reason"); - - EditorGUILayout.BeginHorizontal(); - if (GUILayout.Button("del")) - { - filters.DeleteArrayElementAtIndex(i); - continue; - } - - EditorGUILayout.PropertyField(scene, GUIContent.none, fieldLayoutOptions); - EditorGUILayout.PropertyField(reason, GUIContent.none, fieldLayoutOptions); - EditorGUILayout.PropertyField(colorSpace, GUIContent.none, fieldLayoutOptions); - EditorGUILayout.PropertyField(buildPlatform, GUIContent.none, fieldLayoutOptions); - EditorGUILayout.PropertyField(graphicsType, GUIContent.none, fieldLayoutOptions); - - EditorGUILayout.EndHorizontal(); - } - - if (GUILayout.Button(new GUIContent("New Filter", "Add new filter"), EditorStyles.miniButtonMid)) - { - filters.arraySize += 1; - var lastFilter = filters.GetArrayElementAtIndex(filters.arraySize - 1); - lastFilter.serializedObject.FindProperty("filters.Array.data[" + (filters.arraySize - 1) + "].FilteredScene").objectReferenceValue = null; - lastFilter.serializedObject.FindProperty("filters.Array.data[" + (filters.arraySize - 1) + "].Reason").stringValue = ""; - lastFilter.serializedObject.FindProperty("filters.Array.data[" + (filters.arraySize - 1) + "].ColorSpace").intValue = (int)ColorSpace.Uninitialized; - lastFilter.serializedObject.FindProperty("filters.Array.data[" + (filters.arraySize - 1) + "].BuildPlatform").intValue = (int)BuildTarget.NoTarget; - lastFilter.serializedObject.FindProperty("filters.Array.data[" + (filters.arraySize - 1) + "].GraphicsDevice").intValue = (int)GraphicsDeviceType.Null; - } - - serializedObject.ApplyModifiedProperties(); - - if (GUILayout.Button(new GUIContent("Sort", "Sort filters by scene name."))) - { - var filterObjectPath = AssetDatabase.GetAssetPath(target.GetInstanceID()); - var filterObject = AssetDatabase.LoadAssetAtPath(filterObjectPath); - filterObject.SortBySceneName(); - EditorUtility.SetDirty(filterObject); - AssetDatabase.SaveAssets(); - } - } -} diff --git a/com.unity.testframework.graphics/Editor/TestFilters/TestFiltersEditor.cs.meta b/com.unity.testframework.graphics/Editor/TestFilters/TestFiltersEditor.cs.meta deleted file mode 100644 index d6c31fbc313..00000000000 --- a/com.unity.testframework.graphics/Editor/TestFilters/TestFiltersEditor.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4acb031ffe68d8f40be9cd37d3de8575 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/TestResultWindow.cs b/com.unity.testframework.graphics/Editor/TestResultWindow.cs deleted file mode 100644 index 0787c8acc7e..00000000000 --- a/com.unity.testframework.graphics/Editor/TestResultWindow.cs +++ /dev/null @@ -1,388 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using System.Runtime.InteropServices; -using UnityEngine; -using UnityEditor; -using UnityEngine.Experimental.Rendering; -using UnityEditor.IMGUI.Controls; -using UnityEditor.SceneManagement; -using UnityEngine.Events; -using UnityEngine.TestTools.Graphics; -using UnityEditor.TestTools.Graphics; - -namespace UnityEngine.Experimental.Rendering -{ - public class TestResultWindow : EditorWindow - { - private Texture2D templateImage; - private Texture2D resultImage; - private Texture2D diffImage; - - private Material m_displayMaterial; - private Material displayMaterial - { - get - { - if (m_displayMaterial == null) - { - m_displayMaterial = new Material(Shader.Find("Hidden/GraphicTests/ResultDisplay")); - } - return m_displayMaterial; - } - } - - private string tmpPath; - - private float minDiff = 0.45f; - private float maxDiff = 0.55f; - - private int topBarHeight = 20; - private int leftBarWidth = 300; - - private bool testOKOrNotRun = false; - - private GraphicsTestCase testCase; - - private GUIContent reloadContent = new GUIContent() {text = "Reload Results 🗘", tooltip = "Reload results."}; - private GUIContent wipeResultContent = new GUIContent() {text = "Wipe Results ⎚", tooltip = "Wipe results."}; - private GUIContent deleteTemplateContent = new GUIContent() {text = "Delete Reference 🗑", tooltip = "Delete reference."}; - private GUIContent updateTemplateContent = new GUIContent() {text = "Update Reference", tooltip = "Update reference with current result."}; - - // pouet - - private TestResultTreeView _testResultTreeView; - - private TestResultTreeView testResultTreeView - { - get - { - if (_testResultTreeView == null) - { - _testResultTreeView = new TestResultTreeView(new TreeViewState()); - _testResultTreeView.onSceneSelect += Reload; - } - - return _testResultTreeView; - } - } - - [MenuItem("Tests/Result Window")] - public static void OpenWindow() - { - OpenWindow( null ); - } - - public static void OpenWindow( GraphicsTestCase _testCase ) - { - TestResultWindow window = GetWindow(); - window.minSize = new Vector2(800f, 800f); - - window.Reload( _testCase ); - } - - private void CheckDataObjects() - { - GetImages(); - } - - private void Reload( GraphicsTestCase _testCase = null) - { - testCase = _testCase; - - if (testCase == null) return; - - //Debug.Log("Show result for : " + _testCase.ScenePath); - - GetImages(); - - if (templateImage == null || resultImage == null ) - { - testOKOrNotRun = true; - minDiff = maxDiff = 1f; - } - else - { - testOKOrNotRun = false; - minDiff = .45f; - maxDiff = .55f; - } - - ApplyValues(); - - testResultTreeView.Reload(); - } - - private void OnDisable() - { - } - - private void OnGUI() - { - //EditorGUILayout.ObjectField( displayMaterial, typeof(Material), false ); - - // tree view - testResultTreeView.OnGUI(new Rect(0, 0, leftBarWidth, position.height)); - - if (testCase == null) - { - GUI.Label(new Rect(leftBarWidth, 0, position.width - leftBarWidth, position.height), "Select a test to display"); - } - else - { - // result view - GUILayout.BeginArea(new Rect(leftBarWidth, 0, position.width - leftBarWidth, position.height)); - { - EditorGUI.BeginChangeCheck(); - GUILayout.BeginHorizontal(GUILayout.Height(topBarHeight)); - { - if (GUILayout.Button(reloadContent)) - Reload( testCase ); - - if (GUILayout.Button(wipeResultContent)) - { - DeleteResults(); - } - - if (GUILayout.Button(deleteTemplateContent)) - { - AssetDatabase.DeleteAsset( AssetDatabase.GetAssetPath(templateImage) ); - } - - if (GUILayout.Button(updateTemplateContent)) - { - UpdateReference(); - } - - GUILayout.FlexibleSpace(); - if (testOKOrNotRun) - { - GUI.enabled = false; - GUI.color = Color.green; - GUILayout.Label("Test OK or not run."); - GUI.color = Color.white; - GUILayout.FlexibleSpace(); - } - - if (GUILayout.Button("Quick Switch")) - { - if (maxDiff > 0f) - { - minDiff = 0f; - maxDiff = 0f; - } - else - { - minDiff = 1f; - maxDiff = 1f; - } - ApplyValues(); - } - - if (GUILayout.Button("Reset")) - { - minDiff = 0.45f; - maxDiff = 0.55f; - ApplyValues(); - } - - GUILayout.FlexibleSpace(); - - bool b = GUI.enabled; - GUI.enabled = true; - if (GUILayout.Button("Open Scene")) - { - EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); - EditorSceneManager.OpenScene( testCase.ScenePath , OpenSceneMode.Single); - } - - GUI.enabled = b; - - GUILayout.FlexibleSpace(); - } - GUILayout.EndHorizontal(); - - EditorGUILayout.MinMaxSlider(ref minDiff, ref maxDiff, 0f, 1f, GUILayout.Height(topBarHeight)); - - if (EditorGUI.EndChangeCheck()) ApplyValues(); - - // template / diff / result visualisation - float w = position.width - leftBarWidth; - Color c = GUI.color; - - Rect rect1 = new Rect(0, topBarHeight * 2, w * minDiff, topBarHeight); - Rect rect2 = new Rect(rect1.max.x, rect1.y, w * (maxDiff - minDiff), topBarHeight); - Rect rect3 = new Rect(rect2.max.x, rect2.y, w * (1f - maxDiff), topBarHeight); - - GUI.color = Color.green; - if (rect1.width > 0) GUI.Box(rect1, "Template"); - GUI.color = Color.black; - if (rect2.width > 0) GUI.Box(rect2, "Diff" ); - GUI.color = Color.blue; - if (rect3.width > 0) GUI.Box(rect3, "Result"); - - GUI.color = c; - } - GUILayout.EndArea(); - - Rect textureRect = new Rect(leftBarWidth, topBarHeight * 3, position.width - leftBarWidth,position.height - topBarHeight * 3); - GUI.enabled = true; - - CheckDataObjects(); - - if (templateImage != null) - EditorGUI.DrawPreviewTexture(textureRect, templateImage, displayMaterial, ScaleMode.ScaleToFit, 0, 0); - } - } - - private void ApplyValues() - { - float resultSplit = maxDiff - minDiff; - float split = (minDiff + maxDiff) / 2f; - split = (split - 0.5f * resultSplit) / (1 - resultSplit); // inverse the lerp used in the shader - - displayMaterial.SetTexture("_ResultTex", resultImage); - displayMaterial.SetTexture("_DiffTex", diffImage); - - displayMaterial.SetFloat("_DiffA", minDiff); - displayMaterial.SetFloat("_DiffB", maxDiff); - } - - private void DeleteResults() - { - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(resultImage)); - AssetDatabase.DeleteAsset(AssetDatabase.GetAssetPath(diffImage)); - } - - private void UpdateReference() - { - if(templateImage == null || resultImage == null) - return; - - - AssetDatabase.CopyAsset(AssetDatabase.GetAssetPath(resultImage), AssetDatabase.GetAssetPath(templateImage)); - AssetDatabase.SaveAssets(); - AssetDatabase.Refresh(); - - DeleteResults(); - } - - public const string ActualImagesRoot = "Assets/ActualImages"; - - public bool GetImages( GraphicsTestCase _testCase = null ) - { - GraphicsTestCase tCase = ( _testCase == null )? testCase : _testCase ; - - if (tCase == null) - { - templateImage = null; - resultImage = null; - diffImage = null; - return false; - } - - if ( tCase.ReferenceImage == null ) - { - resultImage = null; - diffImage = null; - return false; // No reference image found - } - - var colorSpace = UseGraphicsTestCasesAttribute.ColorSpace; - var platform = UseGraphicsTestCasesAttribute.Platform; - var graphicsDevice = UseGraphicsTestCasesAttribute.GraphicsDevice; - - var actualImagesDir = Path.Combine(ActualImagesRoot, string.Format("{0}/{1}/{2}", colorSpace, platform, graphicsDevice)); - - var sceneName = Path.GetFileNameWithoutExtension( tCase.ScenePath ); - - templateImage = tCase.ReferenceImage; - resultImage = AssetDatabase.LoadMainAssetAtPath( Path.Combine(actualImagesDir, sceneName + ".png") ) as Texture2D; - diffImage = AssetDatabase.LoadMainAssetAtPath( Path.Combine(actualImagesDir, sceneName + ".diff.png") ) as Texture2D; - - foreach( Texture2D image in new Texture2D[]{templateImage, resultImage, diffImage}) - { - if (image == null) continue; - image.filterMode = FilterMode.Point; - image.mipMapBias = -10; - image.hideFlags = HideFlags.HideAndDontSave; - } - - if (resultImage == null && diffImage == null) - return true; - else - return false; - } - - public class TestResultTreeView : TreeView - { - public delegate void OnSceneSelect( GraphicsTestCase testCase ); - public OnSceneSelect onSceneSelect; - - public TestResultTreeView(TreeViewState state) : base(state) - { - Reload(); - } - - protected override TreeViewItem BuildRoot() - { - TreeViewItem root = new TreeViewItem(0, -1, "Root"); - - int nextID = 1; - - IEnumerable testCases = new EditorGraphicsTestCaseProvider().GetTestCases(); - - foreach ( var i_testCase in testCases ) - { - TestResultViewItem item = new TestResultViewItem(nextID, 0, Path.GetFileNameWithoutExtension( i_testCase.ScenePath ) , i_testCase); - nextID++; - root.AddChild(item); - } - - SetupDepthsFromParentsAndChildren(root); - - return root; - } - - protected override bool CanMultiSelect(TreeViewItem item) { return false; } - - protected override void SelectionChanged(IList selectedIds) - { - if (selectedIds.Count < 1 ) return; - - TreeViewItem item = FindItem(selectedIds[0], rootItem); - - if ( item.hasChildren ) return; // not a scene (final) item - - //TestResultViewItem testItem = (TestResultViewItem)item; - - //if (testItem!=null) Debug.Log(item.displayName+" : "+testItem.sceneObject); - - onSceneSelect( ( item as TestResultViewItem ).testCase ); - } - - protected override void DoubleClickedItem(int id) - { - EditorSceneManager.SaveCurrentModifiedScenesIfUserWantsTo(); - EditorSceneManager.OpenScene( ( FindItem(id, rootItem) as TestResultViewItem ).testCase.ScenePath , OpenSceneMode.Single); - } - } - - - [Serializable] - public class TestResultViewItem : TreeViewItem - { - public GraphicsTestCase testCase; - - public TestResultViewItem(int id, int depth, string displayName, GraphicsTestCase testCase) - { - this.id = id; - this.depth = depth; - this.displayName = displayName; - this.testCase = testCase; - } - } - } -} diff --git a/com.unity.testframework.graphics/Editor/TestResultWindow.cs.meta b/com.unity.testframework.graphics/Editor/TestResultWindow.cs.meta deleted file mode 100644 index a248d2b1bbc..00000000000 --- a/com.unity.testframework.graphics/Editor/TestResultWindow.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f17019693e144f0459b36bdc4c8be85a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Editor/UnityEditor.TestTools.Graphics.asmdef b/com.unity.testframework.graphics/Editor/UnityEditor.TestTools.Graphics.asmdef deleted file mode 100644 index 71970607656..00000000000 --- a/com.unity.testframework.graphics/Editor/UnityEditor.TestTools.Graphics.asmdef +++ /dev/null @@ -1,22 +0,0 @@ -{ - "name": "UnityEditor.TestTools.Graphics", - "references": [ - "GUID:c081bc530f560634bb5c21d4b323a7f1", - "GUID:27619889b8ba8c24980f49ee34dbb44a", - "GUID:0acc523941302664db1f4e527237feb3" - ], - "includePlatforms": [ - "Editor" - ], - "excludePlatforms": [], - "allowUnsafeCode": false, - "overrideReferences": true, - "precompiledReferences": [ - "nunit.framework.dll" - ], - "autoReferenced": false, - "defineConstraints": [ - "UNITY_INCLUDE_TESTS" - ], - "versionDefines": [] -} \ No newline at end of file diff --git a/com.unity.testframework.graphics/Editor/UnityEditor.TestTools.Graphics.asmdef.meta b/com.unity.testframework.graphics/Editor/UnityEditor.TestTools.Graphics.asmdef.meta deleted file mode 100644 index f7c98f0779a..00000000000 --- a/com.unity.testframework.graphics/Editor/UnityEditor.TestTools.Graphics.asmdef.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: e18141520846dcc44b725b2f74e91229 -AssemblyDefinitionImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/LICENSE.md b/com.unity.testframework.graphics/LICENSE.md deleted file mode 100644 index fa848d7f86d..00000000000 --- a/com.unity.testframework.graphics/LICENSE.md +++ /dev/null @@ -1,5 +0,0 @@ -com.unity.testframework.graphics copyright © 2020 Unity Technologies ApS - -Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License). - -Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions. diff --git a/com.unity.testframework.graphics/LICENSE.md.meta b/com.unity.testframework.graphics/LICENSE.md.meta deleted file mode 100644 index ef903463ecb..00000000000 --- a/com.unity.testframework.graphics/LICENSE.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: e3f03ad65feb1c145911fb05f2bd3df2 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/QAReport.md b/com.unity.testframework.graphics/QAReport.md deleted file mode 100644 index 26c5ba377b7..00000000000 --- a/com.unity.testframework.graphics/QAReport.md +++ /dev/null @@ -1,26 +0,0 @@ -# Quality Report -Use this file to outline the test strategy for this package. - -## Version tested: [*package version*] - -## QA Owner: [*Add Name*] -## UX Owner: [*Add Name*] - -## Test strategy -*Use this section to describe how this feature was tested.* -* A link to the Test Plan (Test Rails, other) -* Results from the package's editor and runtime test suite. -* Link to automated test results (if any) -* Manual test Results, [here's an example](https://docs.google.com/spreadsheets/d/12A76U5Gf969w10KL4Ik0wC1oFIBDUoRrqIvQgD18TFo/edit#gid=0) -* Scenario test week outcome -* etc. - -## Package Status -Use this section to describe: -* UX status/evaluation results -* package stability -* known bugs, issues -* performance metrics, -* etc - -In other words, a general feeling on the health of this package. diff --git a/com.unity.testframework.graphics/QAReport.md.meta b/com.unity.testframework.graphics/QAReport.md.meta deleted file mode 100644 index e72bb4e3f3a..00000000000 --- a/com.unity.testframework.graphics/QAReport.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: f1ed2c05113675d469b2f8c8e7a2fab6 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/README.md b/com.unity.testframework.graphics/README.md deleted file mode 100644 index 9f0cab9ab40..00000000000 --- a/com.unity.testframework.graphics/README.md +++ /dev/null @@ -1,13 +0,0 @@ -# Graphics Tests Framework - -This package provides a foundation for writing tests for Graphics features in Unity projects. - -Currently it contains: - -* ImageAssert, for doing image renders and comparisons with reference images -* Automatic collection and deployment of reference images -* Automatic generation of tests from scenes in the project - -It's currently a bit rough, but as improvments to Unity's test framework are made we should be able to make it nicer, as well as expand the functionality it offers. - -See [the Documentation](Documentation/com.unity.testframework.graphics.md) for more information. \ No newline at end of file diff --git a/com.unity.testframework.graphics/README.md.meta b/com.unity.testframework.graphics/README.md.meta deleted file mode 100644 index 5ca0e946e27..00000000000 --- a/com.unity.testframework.graphics/README.md.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: a384776e66fd10945a4f895de0a9d592 -TextScriptImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime.meta b/com.unity.testframework.graphics/Runtime.meta deleted file mode 100644 index 92a3e966ba0..00000000000 --- a/com.unity.testframework.graphics/Runtime.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: a9f5808abb9428c4f8cd4b9f3fd8c4b7 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/AssemblyInfo.cs b/com.unity.testframework.graphics/Runtime/AssemblyInfo.cs deleted file mode 100644 index c8bc8d169b8..00000000000 --- a/com.unity.testframework.graphics/Runtime/AssemblyInfo.cs +++ /dev/null @@ -1,3 +0,0 @@ -using System.Runtime.CompilerServices; - -[assembly: InternalsVisibleTo("UnityEditor.TestTools.Graphics")] diff --git a/com.unity.testframework.graphics/Runtime/AssemblyInfo.cs.meta b/com.unity.testframework.graphics/Runtime/AssemblyInfo.cs.meta deleted file mode 100644 index 3b16b87f5b9..00000000000 --- a/com.unity.testframework.graphics/Runtime/AssemblyInfo.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f267eabe7863252429325ab8e9ff384b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/EditorGraphicsTestCaseProvider.cs b/com.unity.testframework.graphics/Runtime/EditorGraphicsTestCaseProvider.cs deleted file mode 100644 index bf0881a7443..00000000000 --- a/com.unity.testframework.graphics/Runtime/EditorGraphicsTestCaseProvider.cs +++ /dev/null @@ -1,111 +0,0 @@ -#if UNITY_EDITOR -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using UnityEngine.TestTools.Graphics; -using UnityEngine; -using UnityEngine.Rendering; - -namespace UnityEditor.TestTools.Graphics -{ - internal class EditorGraphicsTestCaseProvider : IGraphicsTestCaseProvider - { - string m_ReferenceImagePath = string.Empty; - - public EditorGraphicsTestCaseProvider() - { - } - - public EditorGraphicsTestCaseProvider(string referenceImagePath) - { - m_ReferenceImagePath = referenceImagePath; - } - - public static IEnumerable GetTestScenePaths() - { - return EditorBuildSettings.scenes - .Where(s => s.enabled) - .Select(s => s.path) - .Where(s => - { - var asset = AssetDatabase.LoadAssetAtPath(s); - var labels = AssetDatabase.GetLabels(asset); - return !labels.Contains("ExcludeGfxTests"); - }); - } - - public IEnumerable GetTestCases() - { - var allImages = CollectReferenceImagePathsFor(string.IsNullOrEmpty(m_ReferenceImagePath) ? ReferenceImagesRoot : m_ReferenceImagePath, QualitySettings.activeColorSpace, Application.platform, - SystemInfo.graphicsDeviceType); - - var scenes = GetTestScenePaths(); - foreach (var scenePath in scenes) - { - Texture2D referenceImage = null; - - string imagePath; - if (allImages.TryGetValue(Path.GetFileNameWithoutExtension(scenePath), out imagePath)) - { - referenceImage = AssetDatabase.LoadAssetAtPath(imagePath); - } - - yield return new GraphicsTestCase(scenePath, referenceImage); - } - } - - public GraphicsTestCase GetTestCaseFromPath(string scenePath) - { - GraphicsTestCase output = null; - - var allImages = CollectReferenceImagePathsFor(string.IsNullOrEmpty(m_ReferenceImagePath) ? ReferenceImagesRoot : m_ReferenceImagePath, QualitySettings.activeColorSpace, Application.platform, - SystemInfo.graphicsDeviceType); - - Texture2D referenceImage = null; - - string imagePath; - if (allImages.TryGetValue(Path.GetFileNameWithoutExtension(scenePath), out imagePath)) - referenceImage = AssetDatabase.LoadAssetAtPath(imagePath); - - output = new GraphicsTestCase(scenePath, referenceImage); - - return output; - } - - public const string ReferenceImagesRoot = "Assets/ReferenceImages"; - - public static Dictionary CollectReferenceImagePathsFor(string referenceImageRoot, ColorSpace colorSpace, RuntimePlatform runtimePlatform, - GraphicsDeviceType graphicsApi) - { - var result = new Dictionary(); - - if (!Directory.Exists(referenceImageRoot)) - return result; - - var fullPathPrefix = string.Format("{0}/{1}/{2}/{3}/", referenceImageRoot, colorSpace, runtimePlatform, graphicsApi); - - foreach (var assetPath in AssetDatabase.GetAllAssetPaths() - .Where(p => p.StartsWith(fullPathPrefix, StringComparison.OrdinalIgnoreCase)) - .OrderBy(p => p.Count(ch => ch == '/'))) - { - // Skip directories - if (!File.Exists(assetPath)) - continue; - - var fileName = Path.GetFileNameWithoutExtension(assetPath); - if (fileName == null) - continue; - - var texture = AssetDatabase.LoadAssetAtPath(assetPath); - if (!texture) - continue; - - result[fileName] = assetPath; - } - - return result; - } - } -} -#endif diff --git a/com.unity.testframework.graphics/Runtime/EditorGraphicsTestCaseProvider.cs.meta b/com.unity.testframework.graphics/Runtime/EditorGraphicsTestCaseProvider.cs.meta deleted file mode 100644 index e7ae6406582..00000000000 --- a/com.unity.testframework.graphics/Runtime/EditorGraphicsTestCaseProvider.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 968c885912a3e9d49be2783ccea03cce -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/FailedImageMessage.cs b/com.unity.testframework.graphics/Runtime/FailedImageMessage.cs deleted file mode 100644 index d48e9a7ebc2..00000000000 --- a/com.unity.testframework.graphics/Runtime/FailedImageMessage.cs +++ /dev/null @@ -1,108 +0,0 @@ -using System; -using System.IO; -using System.Text; - -public class FailedImageMessage -{ - public static Guid MessageId { get; } = new Guid("40c7a8e2-ad5d-475f-8119-af022a13b84c"); - - public string PathName { get; set; } - - public string ImageName { get; set; } - - public byte[] ExpectedImage { get; set; } - - public byte[] ActualImage { get; set; } - - public byte[] DiffImage { get; set; } - - public byte[] Serialize() - { - int capacity = sizeof(int) * 5 + PathName?.Length ?? 0 + ImageName?.Length ?? 0 + ExpectedImage?.Length ?? 0 + ActualImage?.Length ?? 0 + DiffImage?.Length ?? 0; - using (var memoryStream = new MemoryStream(capacity)) - { - using (var writer = new BinaryWriter(memoryStream)) - { - writer.WriteString(PathName); - writer.WriteString(ImageName); - writer.WriteBytes(ExpectedImage); - writer.WriteBytes(ActualImage); - writer.WriteBytes(DiffImage); - } - - return memoryStream.ToArray(); - } - } - - public static FailedImageMessage Deserialize(byte[] data) - { - using (var messageStream = new MemoryStream(data)) - { - using (var reader = new BinaryReader(messageStream)) - { - return new FailedImageMessage - { - PathName = reader.GetString(), - ImageName = reader.GetString(), - ExpectedImage = reader.GetBytes(), - ActualImage = reader.GetBytes(), - DiffImage = reader.GetBytes(), - }; - } - } - } -} - -public static class BinaryWriterExtensions -{ - public static void WriteString(this BinaryWriter writer, string value, Encoding encoding = null) - { - if (value == null) - { - writer.Write(-1); - return; - } - - encoding = encoding ?? Encoding.UTF8; - var data = encoding.GetBytes(value); - writer.WriteBytes(data); - } - - public static void WriteBytes(this BinaryWriter writer, byte[] value) - { - if (value == null) - { - writer.Write(-1); - return; - } - - writer.Write(value.Length); - writer.Write(value); - } -} - -public static class BinaryReaderExtensions -{ - public static string GetString(this BinaryReader reader, Encoding encoding = null) - { - encoding = encoding ?? Encoding.UTF8; - int length = reader.ReadInt32(); - if (length < 0) - { - return null; - } - - return encoding.GetString(reader.ReadBytes(length)); - } - - public static byte[] GetBytes(this BinaryReader reader) - { - int length = reader.ReadInt32(); - if (length < 0) - { - return null; - } - - return reader.ReadBytes(length); - } -} diff --git a/com.unity.testframework.graphics/Runtime/FailedImageMessage.cs.meta b/com.unity.testframework.graphics/Runtime/FailedImageMessage.cs.meta deleted file mode 100644 index 03a20c0146d..00000000000 --- a/com.unity.testframework.graphics/Runtime/FailedImageMessage.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 4afa7443063682b4482f3cde1711f692 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/GotoNextScene.cs b/com.unity.testframework.graphics/Runtime/GotoNextScene.cs deleted file mode 100644 index b804f38b388..00000000000 --- a/com.unity.testframework.graphics/Runtime/GotoNextScene.cs +++ /dev/null @@ -1,22 +0,0 @@ -using UnityEngine; -using UnityEngine.SceneManagement; - -public class GotoNextScene : MonoBehaviour -{ - private int m_SceneIndex; - public void Awake() - { - m_SceneIndex = 0; - DontDestroyOnLoad(gameObject); - } - - public void Update() - { - if ((Input.touchCount > 0 && Input.GetTouch(0).phase == TouchPhase.Began) || - Input.GetMouseButtonDown(0)) - { - m_SceneIndex = (m_SceneIndex + 1) % SceneManager.sceneCountInBuildSettings; - SceneManager.LoadScene(m_SceneIndex); - } - } -} diff --git a/com.unity.testframework.graphics/Runtime/GotoNextScene.cs.meta b/com.unity.testframework.graphics/Runtime/GotoNextScene.cs.meta deleted file mode 100644 index 8b20b7fc709..00000000000 --- a/com.unity.testframework.graphics/Runtime/GotoNextScene.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2e07ca4ee44dcb6428799d0de0c6f1aa -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/GraphicsTestCase.cs b/com.unity.testframework.graphics/Runtime/GraphicsTestCase.cs deleted file mode 100644 index 56504bc22d5..00000000000 --- a/com.unity.testframework.graphics/Runtime/GraphicsTestCase.cs +++ /dev/null @@ -1,29 +0,0 @@ -using UnityEngine; - -namespace UnityEngine.TestTools.Graphics -{ - /// - /// Represents one automatically-generated graphics test case. - /// - public class GraphicsTestCase - { - private readonly string _scenePath; - private readonly Texture2D _referenceImage; - - public GraphicsTestCase(string scenePath, Texture2D referenceImage) - { - _scenePath = scenePath; - _referenceImage = referenceImage; - } - - /// - /// The path to the scene to be used for this test case. - /// - public string ScenePath { get { return _scenePath; } } - - /// - /// The reference image that represents the expected output for this test case. - /// - public Texture2D ReferenceImage { get { return _referenceImage; } } - } -} \ No newline at end of file diff --git a/com.unity.testframework.graphics/Runtime/GraphicsTestCase.cs.meta b/com.unity.testframework.graphics/Runtime/GraphicsTestCase.cs.meta deleted file mode 100644 index 1b5fb81fe97..00000000000 --- a/com.unity.testframework.graphics/Runtime/GraphicsTestCase.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 2a7ae2407446ad8408658c99d513dd3f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/GraphicsTestSettings.cs b/com.unity.testframework.graphics/Runtime/GraphicsTestSettings.cs deleted file mode 100644 index 6d407d45375..00000000000 --- a/com.unity.testframework.graphics/Runtime/GraphicsTestSettings.cs +++ /dev/null @@ -1,7 +0,0 @@ -namespace UnityEngine.TestTools.Graphics -{ - public class GraphicsTestSettings : MonoBehaviour - { - public ImageComparisonSettings ImageComparisonSettings = new ImageComparisonSettings(); - } -} diff --git a/com.unity.testframework.graphics/Runtime/GraphicsTestSettings.cs.meta b/com.unity.testframework.graphics/Runtime/GraphicsTestSettings.cs.meta deleted file mode 100644 index fc7eee43434..00000000000 --- a/com.unity.testframework.graphics/Runtime/GraphicsTestSettings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 20f198885badb1f4fa1e65869995ff82 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/IGraphicsTestCaseProvider.cs b/com.unity.testframework.graphics/Runtime/IGraphicsTestCaseProvider.cs deleted file mode 100644 index 6fa296c98a9..00000000000 --- a/com.unity.testframework.graphics/Runtime/IGraphicsTestCaseProvider.cs +++ /dev/null @@ -1,26 +0,0 @@ -using System.Collections.Generic; -using UnityEngine.Rendering; - -namespace UnityEngine.TestTools.Graphics -{ - /// - /// Describes an object that can provide GraphicsTestCase objects. THe framework provides different implementations - /// for the Editor (which loads reference images directly from the Asset Database) and Players (which use the - /// pre-built AssetBundle). - /// - public interface IGraphicsTestCaseProvider - { - /// - /// Retrieve the list of test cases to generate tests for. - /// - /// - IEnumerable GetTestCases(); - - /// - /// Retrieve a single test case from scene path. - /// - /// - GraphicsTestCase GetTestCaseFromPath(string scenePath); - - } -} diff --git a/com.unity.testframework.graphics/Runtime/IGraphicsTestCaseProvider.cs.meta b/com.unity.testframework.graphics/Runtime/IGraphicsTestCaseProvider.cs.meta deleted file mode 100644 index 5437d501c4b..00000000000 --- a/com.unity.testframework.graphics/Runtime/IGraphicsTestCaseProvider.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 8b30b20945c243d4485ee181d069119b -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/ImageAssert.cs b/com.unity.testframework.graphics/Runtime/ImageAssert.cs deleted file mode 100644 index a2cd5cda86c..00000000000 --- a/com.unity.testframework.graphics/Runtime/ImageAssert.cs +++ /dev/null @@ -1,394 +0,0 @@ -using System; -using System.IO; -using System.Linq; -using NUnit.Framework; -using Unity.Collections; -using System.Collections.Generic; -using Unity.Jobs; -using Unity.TestProtocol; -using Unity.TestProtocol.Messages; -using UnityEditor; -using UnityEngine.TestTools.Constraints; -using Is = UnityEngine.TestTools.Constraints.Is; -using UnityEngine.Networking.PlayerConnection; -using UnityEngine; -using UnityEngine.Profiling; -using UnityEngine.Experimental.Rendering; - -namespace UnityEngine.TestTools.Graphics -{ - /// - /// Provides test assertion helpers for working with images. - /// - public class ImageAssert - { - const int k_BatchSize = 1024; - - /// - /// Render an image from the given camera and compare it to the reference image. - /// - /// The expected image that should be rendered by the camera. - /// The camera to render from. - /// Optional settings that control how the image comparison is performed. Can be null, in which case the rendered image is required to be exactly identical to the reference. - public static void AreEqual(Texture2D expected, Camera camera, ImageComparisonSettings settings = null) - { - if (camera == null) - throw new ArgumentNullException(nameof(camera)); - - AreEqual(expected, new List{camera}, settings); - } - - /// - /// Render an image from the given cameras and compare it to the reference image. - /// - /// The expected image that should be rendered by the camera. - /// The cameras to render from. - /// Optional settings that control how the image comparison is performed. Can be null, in which case the rendered image is required to be exactly identical to the reference. - public static void AreEqual(Texture2D expected, IEnumerable cameras, ImageComparisonSettings settings = null) - { - if (cameras == null) - throw new ArgumentNullException(nameof(cameras)); - - if (settings == null) - settings = new ImageComparisonSettings(); - - int width = settings.TargetWidth; - int height = settings.TargetHeight; - var format = expected != null ? expected.format : TextureFormat.ARGB32; - - // Some HDRP test fail with HDRP batcher because shaders variant are compiled "on the fly" in editor mode. - // Persistent PerMaterial CBUFFER is build during culling, but some nodes could use new variants and CBUFFER will be up to date next frame. - // ( this is editor specific, standalone player has no frame delay issue because all variants are ready at init stage ) - // This PR adds a dummy rendered frame before doing the real rendering and compare images ( test already has frame delay, but there is no rendering ) - int dummyRenderedFrameCount = 1; - - var defaultFormat = (settings.UseHDR) ? SystemInfo.GetGraphicsFormat(DefaultFormat.HDR) : SystemInfo.GetGraphicsFormat(DefaultFormat.LDR); - RenderTextureDescriptor desc = new RenderTextureDescriptor(width, height, defaultFormat, 24); - - var rt = RenderTexture.GetTemporary(desc); - Texture2D actual = null; - try - { - for (int i=0;i< dummyRenderedFrameCount+1;i++) // x frame delay + the last one is the one really tested ( ie 5 frames delay means 6 frames are rendered ) - { - foreach (var camera in cameras) - { - camera.targetTexture = rt; - camera.Render(); - camera.targetTexture = null; - } - - // only proceed the test on the last rendered frame - if (dummyRenderedFrameCount == i) - { - actual = new Texture2D(width, height, format, false); - RenderTexture dummy = null; - - if (settings.UseHDR) - { - desc.graphicsFormat = SystemInfo.GetGraphicsFormat(DefaultFormat.LDR); - dummy = RenderTexture.GetTemporary(desc); - UnityEngine.Graphics.Blit(rt, dummy); - } - else - RenderTexture.active = rt; - - actual.ReadPixels(new Rect(0, 0, width, height), 0, 0); - RenderTexture.active = null; - - if (dummy != null) - RenderTexture.ReleaseTemporary(dummy); - - actual.Apply(); - - AreEqual(expected, actual, settings); - } - } - - } - finally - { - RenderTexture.ReleaseTemporary(rt); - if (actual != null) - UnityEngine.Object.Destroy(actual); - } - } - - /// - /// Compares an image to a 'reference' image to see if it looks correct. - /// - /// What the image is supposed to look like. - /// What the image actually looks like. - /// Optional settings that control how the comparison is performed. Can be null, in which case the images are required to be exactly identical. - public static void AreEqual(Texture2D expected, Texture2D actual, ImageComparisonSettings settings = null) - { - if (actual == null) - throw new ArgumentNullException(nameof(actual)); - - var dirName = Path.Combine("Assets/ActualImages", string.Format("{0}/{1}/{2}", UseGraphicsTestCasesAttribute.ColorSpace, UseGraphicsTestCasesAttribute.Platform, UseGraphicsTestCasesAttribute.GraphicsDevice)); - var failedImageMessage = new FailedImageMessage - { - PathName = dirName, - ImageName = TestContext.CurrentContext.Test.Name, - }; - - try - { - Assert.That(expected, Is.Not.Null, "No reference image was provided."); - - Assert.That(actual.width, Is.EqualTo(expected.width), - "The expected image had width {0}px, but the actual image had width {1}px.", expected.width, - actual.width); - Assert.That(actual.height, Is.EqualTo(expected.height), - "The expected image had height {0}px, but the actual image had height {1}px.", expected.height, - actual.height); - - Assert.That(actual.format, Is.EqualTo(expected.format), - "The expected image had format {0} but the actual image had format {1}.", expected.format, - actual.format); - - using (var expectedPixels = new NativeArray(expected.GetPixels32(0), Allocator.TempJob)) - using (var actualPixels = new NativeArray(actual.GetPixels32(0), Allocator.TempJob)) - using (var diffPixels = new NativeArray(expectedPixels.Length, Allocator.TempJob)) - using (var sumOverThreshold = new NativeArray(Mathf.CeilToInt(expectedPixels.Length / (float)k_BatchSize), Allocator.TempJob)) - { - if (settings == null) - settings = new ImageComparisonSettings(); - - new ComputeDiffJob - { - expected = expectedPixels, - actual = actualPixels, - diff = diffPixels, - sumOverThreshold = sumOverThreshold, - pixelThreshold = settings.PerPixelCorrectnessThreshold - }.Schedule(expectedPixels.Length, k_BatchSize).Complete(); - - float averageDeltaE = sumOverThreshold.Sum() / (expected.width * expected.height); - - try - { - Assert.That(averageDeltaE, Is.LessThanOrEqualTo(settings.AverageCorrectnessThreshold)); - } - catch (AssertionException) - { - var diffImage = new Texture2D(expected.width, expected.height, TextureFormat.RGB24, false); - var diffPixelsArray = new Color32[expected.width * expected.height]; - diffPixels.CopyTo(diffPixelsArray); - diffImage.SetPixels32(diffPixelsArray, 0); - diffImage.Apply(false); - - TestContext.CurrentContext.Test.Properties.Set("DiffImage", Convert.ToBase64String(diffImage.EncodeToPNG()) ); - - failedImageMessage.DiffImage = diffImage.EncodeToPNG(); - failedImageMessage.ExpectedImage = expected.EncodeToPNG(); - throw; - } - } - } - catch (AssertionException) - { - failedImageMessage.ActualImage = actual.EncodeToPNG(); -#if UNITY_EDITOR - ImageHandler.instance.SaveImage(failedImageMessage); -#else - PlayerConnection.instance.Send(FailedImageMessage.MessageId, failedImageMessage.Serialize()); -#endif - TestContext.CurrentContext.Test.Properties.Set("Image", Convert.ToBase64String(actual.EncodeToPNG())); - throw; - } - } - - /// - /// Render an image from the given camera and check if it allocated memory while doing so. - /// - /// The camera to render from. - /// width of the image to be rendered - /// height of the image to be rendered - public static void AllocatesMemory(Camera camera, ImageComparisonSettings settings = null, int gcAllocThreshold = 2) - { - if (camera == null) - throw new ArgumentNullException(nameof(camera)); - - if (settings == null) - settings = new ImageComparisonSettings(); - - int width = settings.TargetWidth; - int height = settings.TargetHeight; - - var defaultFormat = (settings.UseHDR) ? SystemInfo.GetGraphicsFormat(DefaultFormat.HDR) : SystemInfo.GetGraphicsFormat(DefaultFormat.LDR); - RenderTextureDescriptor desc = new RenderTextureDescriptor(width, height, defaultFormat, 24); - - var rt = RenderTexture.GetTemporary(desc); - try - { - camera.targetTexture = rt; - - // Render the first frame at this resolution (Alloc are allowed here) - camera.Render(); - - var gcAllocRecorder = Recorder.Get("GC.Alloc"); - gcAllocRecorder.FilterToCurrentThread(); - - Profiler.BeginSample("GraphicTests_GC_Alloc_Check"); - { - gcAllocRecorder.enabled = true; - camera.Render(); - gcAllocRecorder.enabled = false; - } - Profiler.EndSample(); - - // There are 2 GC.Alloc overhead for calling Camera.CustomRender - int allocationCountOfRenderPipeline = gcAllocRecorder.sampleBlockCount - gcAllocThreshold; - - if (allocationCountOfRenderPipeline > 0) - throw new Exception($"Memory allocation test failed, {allocationCountOfRenderPipeline} allocations detected. Look for GraphicTests_GC_Alloc_Check in the profiler for more details"); - - camera.targetTexture = null; - } - finally - { - RenderTexture.ReleaseTemporary(rt); - } - } - - - struct ComputeDiffJob : IJobParallelFor - { - [ReadOnly] public NativeArray expected; - [ReadOnly] public NativeArray actual; - public NativeArray diff; - public float pixelThreshold; - - [NativeDisableParallelForRestriction] - public NativeArray sumOverThreshold; - - public void Execute(int index) - { - var exp = RGBtoJAB(expected[index]); - var act = RGBtoJAB(actual[index]); - - float deltaE = JABDeltaE(exp, act); - float overThreshold = Mathf.Max(0f, deltaE - pixelThreshold); - int batch = index / k_BatchSize; - sumOverThreshold[batch] = sumOverThreshold[batch] + overThreshold; - - // deltaE is linear, convert it to sRGB for easier debugging - deltaE = Mathf.LinearToGammaSpace(deltaE); - var colorResult = new Color(deltaE, deltaE, deltaE, 1f); - diff[index] = colorResult; - } - } - - // Linear RGB to XYZ using D65 ref. white - static Vector3 RGBtoXYZ(Color color) - { - float x = color.r * 0.4124564f + color.g * 0.3575761f + color.b * 0.1804375f; - float y = color.r * 0.2126729f + color.g * 0.7151522f + color.b * 0.0721750f; - float z = color.r * 0.0193339f + color.g * 0.1191920f + color.b * 0.9503041f; - return new Vector3(x * 100f, y * 100f, z * 100f); - } - - // sRGB to JzAzBz - // https://www.osapublishing.org/oe/fulltext.cfm?uri=oe-25-13-15131&id=368272 - static Vector3 RGBtoJAB(Color color) - { - var xyz = RGBtoXYZ(color.linear); - - const float kB = 1.15f; - const float kG = 0.66f; - const float kC1 = 0.8359375f; // 3424 / 2^12 - const float kC2 = 18.8515625f; // 2413 / 2^7 - const float kC3 = 18.6875f; // 2392 / 2^7 - const float kN = 0.15930175781f; // 2610 / 2^14 - const float kP = 134.034375f; // 1.7 * 2523 / 2^5 - const float kD = -0.56f; - const float kD0 = 1.6295499532821566E-11f; - - float x2 = kB * xyz.x - (kB - 1f) * xyz.z; - float y2 = kG * xyz.y - (kG - 1f) * xyz.x; - - float l = 0.41478372f * x2 + 0.579999f * y2 + 0.0146480f * xyz.z; - float m = -0.2015100f * x2 + 1.120649f * y2 + 0.0531008f * xyz.z; - float s = -0.0166008f * x2 + 0.264800f * y2 + 0.6684799f * xyz.z; - l = Mathf.Pow(l / 10000f, kN); - m = Mathf.Pow(m / 10000f, kN); - s = Mathf.Pow(s / 10000f, kN); - - // Can we switch to unity.mathematics yet? - var lms = new Vector3(l, m, s); - var a = new Vector3(kC1, kC1, kC1) + kC2 * lms; - var b = Vector3.one + kC3 * lms; - var tmp = new Vector3(a.x / b.x, a.y / b.y, a.z / b.z); - - lms.x = Mathf.Pow(tmp.x, kP); - lms.y = Mathf.Pow(tmp.y, kP); - lms.z = Mathf.Pow(tmp.z, kP); - - var jab = new Vector3( - 0.5f * lms.x + 0.5f * lms.y, - 3.524000f * lms.x + -4.066708f * lms.y + 0.542708f * lms.z, - 0.199076f * lms.x + 1.096799f * lms.y + -1.295875f * lms.z - ); - - jab.x = ((1f + kD) * jab.x) / (1f + kD * jab.x) - kD0; - - return jab; - } - - static float JABDeltaE(Vector3 v1, Vector3 v2) - { - float c1 = Mathf.Sqrt(v1.y * v1.y + v1.z * v1.z); - float c2 = Mathf.Sqrt(v2.y * v2.y + v2.z * v2.z); - - float h1 = Mathf.Atan(v1.z / v1.y); - float h2 = Mathf.Atan(v2.z / v2.y); - - float deltaH = 2f * Mathf.Sqrt(c1 * c2) * Mathf.Sin((h1 - h2) / 2f); - float deltaE = Mathf.Sqrt(Mathf.Pow(v1.x - v2.x, 2f) + Mathf.Pow(c1 - c2, 2f) + deltaH * deltaH); - return deltaE; - } - } -} - -#if UNITY_EDITOR -public class ImageHandler : ScriptableSingleton -{ - public void HandleFailedImageEvent(MessageEventArgs messageEventArgs) - { - var failedImageMessage = FailedImageMessage.Deserialize(messageEventArgs.data); - SaveImage(failedImageMessage); - } - - public void SaveImage(FailedImageMessage failedImageMessage) - { - if (!Directory.Exists(failedImageMessage.PathName)) - { - Directory.CreateDirectory(failedImageMessage.PathName); - } - - var actualImagePath = Path.Combine(failedImageMessage.PathName, $"{failedImageMessage.ImageName}.png"); - File.WriteAllBytes(actualImagePath, failedImageMessage.ActualImage); - ReportArtifact(actualImagePath); - - if (failedImageMessage.DiffImage != null) - { - var diffImagePath = Path.Combine(failedImageMessage.PathName, $"{failedImageMessage.ImageName}.diff.png"); - File.WriteAllBytes(diffImagePath, failedImageMessage.DiffImage); - ReportArtifact(diffImagePath); - - var expectedImagesPath = - Path.Combine(failedImageMessage.PathName, $"{failedImageMessage.ImageName}.expected.png"); - File.WriteAllBytes(expectedImagesPath, failedImageMessage.ExpectedImage); - ReportArtifact(expectedImagesPath); - } - } - - private void ReportArtifact(string artifactPath) - { - var fullpath = Path.GetFullPath(artifactPath); - var message = ArtifactPublishMessage.Create(fullpath); - Debug.Log(UnityTestProtocolMessageBuilder.Serialize(message)); - } -} -#endif diff --git a/com.unity.testframework.graphics/Runtime/ImageAssert.cs.meta b/com.unity.testframework.graphics/Runtime/ImageAssert.cs.meta deleted file mode 100644 index d8940278f7b..00000000000 --- a/com.unity.testframework.graphics/Runtime/ImageAssert.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6fba903785fbd444a9ad5d15b2176c7f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/ImageComparisonSettings.cs b/com.unity.testframework.graphics/Runtime/ImageComparisonSettings.cs deleted file mode 100644 index c3a03540447..00000000000 --- a/com.unity.testframework.graphics/Runtime/ImageComparisonSettings.cs +++ /dev/null @@ -1,48 +0,0 @@ -using System; - -namespace UnityEngine.TestTools.Graphics -{ - /// - /// Settings to control how image comparison is performed by ImageAssert. - /// - [Serializable] - public class ImageComparisonSettings - { - /// - /// The width to use for the rendered image. If a reference image already exists for this - /// test and has a different size the test will fail. - /// - [Tooltip("The width to use for the rendered image.")] - public int TargetWidth = 512; - - /// - /// The height to use for the rendered image. If a reference image already exists for this - /// test and has a different size the test will fail. - /// - [Tooltip("The height to use for the rendered image.")] - public int TargetHeight = 512; - - /// - /// The permitted perceptual difference between individual pixels of the images. - /// - /// The deltaE for each pixel of the image is compared and any differences below this - /// threshold are ignored. - /// - [Tooltip("The permitted perceptual difference between individual pixels of the images.")] - public float PerPixelCorrectnessThreshold; - - /// - /// The maximum permitted average error value across the entire image. If the average - /// per-pixel difference across the image is above this value, the images are considered - /// not to be equal. - /// - [Tooltip("The maximum permitted average error value across the entire image.")] - public float AverageCorrectnessThreshold; - - /// - /// Use HDR rendering - /// - [Tooltip("If enabled, render textures will be created with DefaultHDR format.")] - public bool UseHDR = false; - } -} diff --git a/com.unity.testframework.graphics/Runtime/ImageComparisonSettings.cs.meta b/com.unity.testframework.graphics/Runtime/ImageComparisonSettings.cs.meta deleted file mode 100644 index 654a760f771..00000000000 --- a/com.unity.testframework.graphics/Runtime/ImageComparisonSettings.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: b96a4804cb6f3944c8cd3a1c0ae429d5 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/ResultsUtility.cs b/com.unity.testframework.graphics/Runtime/ResultsUtility.cs deleted file mode 100644 index 68966f8e94d..00000000000 --- a/com.unity.testframework.graphics/Runtime/ResultsUtility.cs +++ /dev/null @@ -1,118 +0,0 @@ -#if UNITY_EDITOR -using System; -using System.Collections.Generic; -using System.IO; -using System.Linq; -using System.Xml; -using NUnit.Framework; -using UnityEngine; -using UnityEngine.Rendering; -using UnityEngine.TestTools.Graphics; - -namespace UnityEditor.TestTools.Graphics -{ - public class ResultsUtility - { - public const string ActualImagesRoot = "Assets/ActualImages"; - - private static T GetEnumPropertyValue(XmlDocument doc, string name) - { - var node = doc.SelectSingleNode(string.Format("//property[@name='{0}']", name)); - if (node == null) - throw new KeyNotFoundException(); - - return (T) Enum.Parse(typeof(T), node.Attributes["value"].Value); - } - - [MenuItem("Tests/Extract images from TestResults.xml...")] - internal static void ExtractImagesFromResultsXml() - { - var filePath = - EditorUtility.OpenFilePanel("Select TestResults.xml file", Environment.CurrentDirectory, "xml"); - if (!string.IsNullOrEmpty(filePath)) - { - ResultsUtility.ExtractImagesFromResultsXml(filePath); - } - } - - internal static void ExtractImagesFromResultsXml(string xmlFilePath) - { - if (!Directory.Exists(ActualImagesRoot)) - Directory.CreateDirectory(ActualImagesRoot); - - XmlDocument doc = new XmlDocument(); - doc.Load(xmlFilePath); - - var colorSpace = GetEnumPropertyValue(doc, "ColorSpace"); - var platform = GetEnumPropertyValue(doc, "RuntimePlatform"); - var graphicsDevice = GetEnumPropertyValue(doc, "GraphicsDevice"); - - var path = Path.Combine(ActualImagesRoot, string.Format("{0}/{1}/{2}", colorSpace, platform, graphicsDevice)); - if (!Directory.Exists(path)) - Directory.CreateDirectory(path); - - var imagesWritten = new HashSet(); - - foreach (var failedTestCase in doc.SelectNodes("//test-case[@result!='Passed']").OfType()) - { - var testName = failedTestCase.Attributes["name"].Value; - - var imageProperty = (XmlElement)failedTestCase.SelectSingleNode("./properties/property[@name='Image']"); - if (imageProperty == null) - continue; - - var bytes = Convert.FromBase64String(imageProperty.Attributes["value"].Value); - var imagePath = path + "/" + testName + ".png"; - File.WriteAllBytes(imagePath, bytes); - imagesWritten.Add(imagePath); - - var diffProperty = (XmlElement) failedTestCase.SelectSingleNode("./properties/property[@name='DiffImage']"); - if (diffProperty == null) - continue; - - bytes = Convert.FromBase64String(diffProperty.Attributes["value"].Value); - imagePath = path + "/" + testName + ".diff.png"; - File.WriteAllBytes(imagePath, bytes); - imagesWritten.Add(imagePath); - } - - AssetDatabase.Refresh(); - - Utils.SetupReferenceImageImportSettings(imagesWritten); - } - - public static void ExtractImagesFromTestProperties(TestContext.TestAdapter test) - { - if (!(test.Properties.ContainsKey("Image") || - test.Properties.ContainsKey("DiffImage"))) - return; - - var dirName = Path.Combine(ActualImagesRoot, string.Format("{0}/{1}/{2}", UseGraphicsTestCasesAttribute.ColorSpace, UseGraphicsTestCasesAttribute.Platform, UseGraphicsTestCasesAttribute.GraphicsDevice)); - if (!Directory.Exists(dirName)) - Directory.CreateDirectory(dirName); - - var imagesWritten = new HashSet(); - - if (test.Properties.ContainsKey("Image")) - { - var bytes = Convert.FromBase64String((string)TestContext.CurrentContext.Test.Properties.Get("Image")); - var path = Path.Combine(dirName, TestContext.CurrentContext.Test.Name + ".png"); - File.WriteAllBytes(path, bytes); - imagesWritten.Add(path); - } - - if (test.Properties.ContainsKey("DiffImage")) - { - var bytes = Convert.FromBase64String((string)TestContext.CurrentContext.Test.Properties.Get("DiffImage")); - var path = Path.Combine(dirName, TestContext.CurrentContext.Test.Name + ".diff.png"); - File.WriteAllBytes(path, bytes); - imagesWritten.Add(path); - } - - AssetDatabase.Refresh(); - - Utils.SetupReferenceImageImportSettings(imagesWritten); - } - } -} -#endif diff --git a/com.unity.testframework.graphics/Runtime/ResultsUtility.cs.meta b/com.unity.testframework.graphics/Runtime/ResultsUtility.cs.meta deleted file mode 100644 index c3b5a0d24f0..00000000000 --- a/com.unity.testframework.graphics/Runtime/ResultsUtility.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: a6f7e9dc7aba30b4ab01ccd3b4fbc6f0 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/RuntimeGraphicsTestCaseProvider.cs b/com.unity.testframework.graphics/Runtime/RuntimeGraphicsTestCaseProvider.cs deleted file mode 100644 index 8092fec1570..00000000000 --- a/com.unity.testframework.graphics/Runtime/RuntimeGraphicsTestCaseProvider.cs +++ /dev/null @@ -1,127 +0,0 @@ -using System.Collections.Generic; -using System.IO; -using System.Linq; -using UnityEngine.Networking; - -namespace UnityEngine.TestTools.Graphics -{ - internal class RuntimeGraphicsTestCaseProvider : IGraphicsTestCaseProvider - { - public IEnumerable GetTestCases() - { - AssetBundle referenceImagesBundle = null; - string[] scenePaths; - var referenceImagesBundlePath = string.Format("{0}/referenceimages-{1}-{2}-{3}", - Application.streamingAssetsPath, - UseGraphicsTestCasesAttribute.ColorSpace.ToString().ToLower(), - UseGraphicsTestCasesAttribute.Platform.ToString().ToLower(), - UseGraphicsTestCasesAttribute.GraphicsDevice.ToString().ToLower()); - -#if UNITY_ANDROID - // Unlike standalone where you can use File.Read methods and pass the path to the file, - // Android requires UnityWebRequest to read files from local storage - referenceImagesBundle = GetRefImagesBundleViaWebRequest(referenceImagesBundlePath); - - // Same applies to the scene list - scenePaths = GetScenePathsViaWebRequest(Application.streamingAssetsPath + "/SceneList.txt"); -#else - if (File.Exists(referenceImagesBundlePath)) - referenceImagesBundle = AssetBundle.LoadFromFile(referenceImagesBundlePath); - - scenePaths = File.ReadAllLines(Application.streamingAssetsPath + "/SceneList.txt"); -#endif - - foreach (var scenePath in scenePaths) - { - var imagePath = Path.GetFileNameWithoutExtension(scenePath); - - Texture2D referenceImage = null; - - // The bundle might not exist if there are no reference images for this configuration yet - if (referenceImagesBundle != null) - referenceImage = referenceImagesBundle.LoadAsset(imagePath); - - yield return new GraphicsTestCase(scenePath, referenceImage); - } - } - - public GraphicsTestCase GetTestCaseFromPath(string scenePath) - { - if (string.IsNullOrEmpty(scenePath)) - return null; - - GraphicsTestCase output = null; - - AssetBundle referenceImagesBundle = null; - - var referenceImagesBundlePath = string.Format("{0}/referenceimages-{1}-{2}-{3}", Application.streamingAssetsPath, UseGraphicsTestCasesAttribute.ColorSpace.ToString().ToLower(), UseGraphicsTestCasesAttribute.Platform.ToString().ToLower(), UseGraphicsTestCasesAttribute.GraphicsDevice.ToString().ToLower()); - if (File.Exists(referenceImagesBundlePath)) - referenceImagesBundle = AssetBundle.LoadFromFile(referenceImagesBundlePath); - - var imagePath = Path.GetFileNameWithoutExtension(scenePath); - - Texture2D referenceImage = null; - - // The bundle might not exist if there are no reference images for this configuration yet - if (referenceImagesBundle != null) - referenceImage = referenceImagesBundle.LoadAsset(imagePath); - - output = new GraphicsTestCase(scenePath, referenceImage); - - return output; - } - - private AssetBundle GetRefImagesBundleViaWebRequest(string referenceImagesBundlePath) - { - AssetBundle referenceImagesBundle = null; - using (var webRequest = new UnityWebRequest(referenceImagesBundlePath)) - { - var handler = new DownloadHandlerAssetBundle(referenceImagesBundlePath, 0); - webRequest.downloadHandler = handler; - - webRequest.SendWebRequest(); - - while (!webRequest.isDone) - { - // wait for response - } - - if (string.IsNullOrEmpty(webRequest.error)) - { - referenceImagesBundle = handler.assetBundle; - } - else - { - Debug.Log("Error loading reference image bundle, " + webRequest.error); - } - } - return referenceImagesBundle; - } - - private string[] GetScenePathsViaWebRequest(string sceneListTextFilePath) - { - string[] scenePaths; - using (var webRequest = UnityWebRequest.Get(sceneListTextFilePath)) - { - webRequest.SendWebRequest(); - - while (!webRequest.isDone) - { - // wait for download - } - - if (string.IsNullOrEmpty(webRequest.error) || webRequest.downloadHandler.text != null) - { - scenePaths = webRequest.downloadHandler.text.Split( - new[] { "\r\n", "\r", "\n" }, System.StringSplitOptions.RemoveEmptyEntries); - } - else - { - scenePaths = new string[] { string.Empty }; - Debug.Log("Scene list was not found."); - } - } - return scenePaths; - } - } -} diff --git a/com.unity.testframework.graphics/Runtime/RuntimeGraphicsTestCaseProvider.cs.meta b/com.unity.testframework.graphics/Runtime/RuntimeGraphicsTestCaseProvider.cs.meta deleted file mode 100644 index bb3c9ffced8..00000000000 --- a/com.unity.testframework.graphics/Runtime/RuntimeGraphicsTestCaseProvider.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: f769c839022e65b4daf8c79dec411f01 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/UnityEngine.TestTools.Graphics.asmdef b/com.unity.testframework.graphics/Runtime/UnityEngine.TestTools.Graphics.asmdef deleted file mode 100644 index 41e6502435b..00000000000 --- a/com.unity.testframework.graphics/Runtime/UnityEngine.TestTools.Graphics.asmdef +++ /dev/null @@ -1,21 +0,0 @@ -{ - "name": "UnityEngine.TestTools.Graphics", - "references": [ - "GUID:27619889b8ba8c24980f49ee34dbb44a", - "GUID:0acc523941302664db1f4e527237feb3" - ], - "includePlatforms": [], - "excludePlatforms": [], - "allowUnsafeCode": true, - "overrideReferences": true, - "precompiledReferences": [ - "nunit.framework.dll", - "Unity.TestProtocol.dll", - "Newtonsoft.Json.dll" - ], - "autoReferenced": false, - "defineConstraints": [ - "UNITY_INCLUDE_TESTS" - ], - "versionDefines": [] -} \ No newline at end of file diff --git a/com.unity.testframework.graphics/Runtime/UnityEngine.TestTools.Graphics.asmdef.meta b/com.unity.testframework.graphics/Runtime/UnityEngine.TestTools.Graphics.asmdef.meta deleted file mode 100644 index 4ea8637038c..00000000000 --- a/com.unity.testframework.graphics/Runtime/UnityEngine.TestTools.Graphics.asmdef.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: c081bc530f560634bb5c21d4b323a7f1 -AssemblyDefinitionImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/UseGraphicsTestCasesAttribute.cs b/com.unity.testframework.graphics/Runtime/UseGraphicsTestCasesAttribute.cs deleted file mode 100644 index 82aa614ccdc..00000000000 --- a/com.unity.testframework.graphics/Runtime/UseGraphicsTestCasesAttribute.cs +++ /dev/null @@ -1,118 +0,0 @@ -using System; -using System.Collections.Generic; -using NUnit.Framework; -using NUnit.Framework.Interfaces; -using NUnit.Framework.Internal; -using NUnit.Framework.Internal.Builders; -using UnityEngine.Rendering; -using Attribute = System.Attribute; - -namespace UnityEngine.TestTools.Graphics -{ - /// - /// Marks a test which takes GraphicsTestCase instances as wanting to have them generated automatically by - /// the scene/reference-image management feature in the framework. - /// - public class UseGraphicsTestCasesAttribute : UnityEngine.TestTools.UnityTestAttribute, ITestBuilder - { - string m_ReferenceImagePath = string.Empty; - - NUnitTestCaseBuilder _builder = new NUnitTestCaseBuilder(); - - public UseGraphicsTestCasesAttribute(){} - - public UseGraphicsTestCasesAttribute(string referenceImagePath) - { - m_ReferenceImagePath = referenceImagePath; - } - - /// - /// The IGraphicsTestCaseProvider which will be used to generate the GraphicsTestCase instances for the tests. - /// - public IGraphicsTestCaseProvider Provider - { - get - { -#if UNITY_EDITOR - return new UnityEditor.TestTools.Graphics.EditorGraphicsTestCaseProvider(m_ReferenceImagePath); -#else - return new RuntimeGraphicsTestCaseProvider(); -#endif - } - } - - public static ColorSpace ColorSpace - { - get - { - return QualitySettings.activeColorSpace; - } - } - - public static RuntimePlatform Platform - { - get - { - return Application.platform; - } - } - - public static GraphicsDeviceType GraphicsDevice - { - get - { - return SystemInfo.graphicsDeviceType; - } - } - - - IEnumerable ITestBuilder.BuildFrom(IMethodInfo method, Test suite) - { - List results = new List(); - - IGraphicsTestCaseProvider provider = Provider; - - try - { - foreach (var testCase in provider.GetTestCases()) - { - TestCaseData data = new TestCaseData( new object[]{ testCase } ); - - data.SetName(System.IO.Path.GetFileNameWithoutExtension(testCase.ScenePath)); - data.ExpectedResult = new Object(); - data.HasExpectedResult = true; - - TestMethod test = this._builder.BuildTestMethod(method, suite, data); - if (test.parms != null) - test.parms.HasExpectedResult = false; - - test.Name = System.IO.Path.GetFileNameWithoutExtension(testCase.ScenePath); - - results.Add(test); - } - } - catch (Exception ex) - { - Console.WriteLine("Failed to generate graphics testcases!"); - Debug.LogException(ex); - throw; - } - - suite.Properties.Set("ColorSpace", ColorSpace); - suite.Properties.Set("RuntimePlatform", Platform); - suite.Properties.Set("GraphicsDevice", GraphicsDevice); - - Console.WriteLine("Generated {0} graphics test cases.", results.Count); - return results; - } - - public static GraphicsTestCase GetCaseFromScenePath(string scenePath, string referenceImagePath = null ) - { - UseGraphicsTestCasesAttribute tmp = new UseGraphicsTestCasesAttribute( string.IsNullOrEmpty(referenceImagePath)? String.Empty : referenceImagePath); - - var provider = tmp.Provider; - - return provider.GetTestCaseFromPath(scenePath); - } - } -} diff --git a/com.unity.testframework.graphics/Runtime/UseGraphicsTestCasesAttribute.cs.meta b/com.unity.testframework.graphics/Runtime/UseGraphicsTestCasesAttribute.cs.meta deleted file mode 100644 index 5d1be876b4e..00000000000 --- a/com.unity.testframework.graphics/Runtime/UseGraphicsTestCasesAttribute.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 3ace43f143f96a142be353915a3a905a -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Runtime/Utils.cs b/com.unity.testframework.graphics/Runtime/Utils.cs deleted file mode 100644 index e44bec67645..00000000000 --- a/com.unity.testframework.graphics/Runtime/Utils.cs +++ /dev/null @@ -1,135 +0,0 @@ -#if UNITY_EDITOR -using System; -using UnityEngine; -using System.Collections.Generic; - -namespace UnityEditor.TestTools.Graphics -{ - internal static class Utils - { - public static RuntimePlatform BuildTargetToRuntimePlatform(BuildTarget target) - { - switch (target) - { - case BuildTarget.Android: - return RuntimePlatform.Android; - case BuildTarget.iOS: - return RuntimePlatform.IPhonePlayer; -#if !UNITY_2019_2_OR_NEWER - case BuildTarget.StandaloneLinux: - case BuildTarget.StandaloneLinuxUniversal: -#endif - case BuildTarget.StandaloneLinux64: - return RuntimePlatform.LinuxPlayer; - case BuildTarget.StandaloneOSX: - return RuntimePlatform.OSXPlayer; - case BuildTarget.PS4: - return RuntimePlatform.PS4; -#if !UNITY_2018_3_OR_NEWER - case BuildTarget.PSP2: - return RuntimePlatform.PSP2; -#endif - case BuildTarget.Switch: - return RuntimePlatform.Switch; - case BuildTarget.WebGL: - return RuntimePlatform.WebGLPlayer; - case BuildTarget.WSAPlayer: - return RuntimePlatform.WSAPlayerX64; - case BuildTarget.StandaloneWindows: - case BuildTarget.StandaloneWindows64: - return RuntimePlatform.WindowsPlayer; - case BuildTarget.XboxOne: - return RuntimePlatform.XboxOne; - case BuildTarget.tvOS: - return RuntimePlatform.tvOS; -#if UNITY_2019_3_OR_NEWER - case BuildTarget.Stadia: - return RuntimePlatform.Stadia; -#endif - } - - throw new ArgumentOutOfRangeException("target", target, "Unknown BuildTarget"); - } - - public static BuildTarget RuntimePlatformToBuildTarget(RuntimePlatform platform) - { - switch (platform) - { - case RuntimePlatform.Android: - return BuildTarget.Android; - case RuntimePlatform.IPhonePlayer: - return BuildTarget.iOS; - case RuntimePlatform.LinuxEditor: - case RuntimePlatform.LinuxPlayer: -#if UNITY_2019_2_OR_NEWER - return BuildTarget.StandaloneLinux64; -#else - return BuildTarget.StandaloneLinuxUniversal; -#endif - case RuntimePlatform.OSXEditor: - case RuntimePlatform.OSXPlayer: - return BuildTarget.StandaloneOSX; - case RuntimePlatform.PS4: - return BuildTarget.PS4; -#if !UNITY_2018_3_OR_NEWER - case RuntimePlatform.PSP2: - return BuildTarget.PSP2; -#endif - case RuntimePlatform.Switch: - return BuildTarget.Switch; -#if !UNITY_2017_2_OR_NEWER - case RuntimePlatform.TizenPlayer: - return BuildTarget.Tizen; -#endif - case RuntimePlatform.tvOS: - return BuildTarget.tvOS; - case RuntimePlatform.WebGLPlayer: - return BuildTarget.WebGL; - case RuntimePlatform.WindowsEditor: - case RuntimePlatform.WindowsPlayer: - return BuildTarget.StandaloneWindows; - case RuntimePlatform.WSAPlayerARM: - case RuntimePlatform.WSAPlayerX64: - case RuntimePlatform.WSAPlayerX86: - return BuildTarget.WSAPlayer; - case RuntimePlatform.XboxOne: - return BuildTarget.XboxOne; -#if UNITY_2019_3_OR_NEWER - case RuntimePlatform.Stadia: - return BuildTarget.Stadia; -#endif - } - - throw new ArgumentOutOfRangeException("platform", platform, "Unknown RuntimePlatform"); - } - - public static void SetupReferenceImageImportSettings(IEnumerable imageAssetPaths) - { - // Make sure that all the images have compression turned off and are readable - AssetDatabase.StartAssetEditing(); - try - { - foreach (var path in imageAssetPaths) - { - var importer = AssetImporter.GetAtPath(path) as TextureImporter; - if (!importer) - continue; - - if (importer.textureCompression == TextureImporterCompression.Uncompressed && importer.isReadable) - continue; - - importer.textureCompression = TextureImporterCompression.Uncompressed; - importer.isReadable = true; - importer.mipmapEnabled = false; - importer.npotScale = TextureImporterNPOTScale.None; - AssetDatabase.ImportAsset(path); - } - } - finally - { - AssetDatabase.StopAssetEditing(); - } - } - } -} -#endif diff --git a/com.unity.testframework.graphics/Runtime/Utils.cs.meta b/com.unity.testframework.graphics/Runtime/Utils.cs.meta deleted file mode 100644 index f4e1b77e63e..00000000000 --- a/com.unity.testframework.graphics/Runtime/Utils.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 25640715bf25cff4b901649cd3909294 -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Tests.meta b/com.unity.testframework.graphics/Tests.meta deleted file mode 100644 index 5c360a6e7be..00000000000 --- a/com.unity.testframework.graphics/Tests.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 4694165483353794497d1849029e2c06 -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Tests/Runtime.meta b/com.unity.testframework.graphics/Tests/Runtime.meta deleted file mode 100644 index d28285d9c27..00000000000 --- a/com.unity.testframework.graphics/Tests/Runtime.meta +++ /dev/null @@ -1,8 +0,0 @@ -fileFormatVersion: 2 -guid: 8792dcc714120a04493082afd2214c3d -folderAsset: yes -DefaultImporter: - externalObjects: {} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Tests/Runtime/FailedImageMessageTests.cs b/com.unity.testframework.graphics/Tests/Runtime/FailedImageMessageTests.cs deleted file mode 100644 index f8a76f69e23..00000000000 --- a/com.unity.testframework.graphics/Tests/Runtime/FailedImageMessageTests.cs +++ /dev/null @@ -1,48 +0,0 @@ -using NUnit.Framework; - -namespace UnityEngine.TestTools.Graphics.Tests -{ - public class FailedImageMessageTests - { - [Test] - public void SerializationRoundtrip_DefaultInstance() - { - var message = new FailedImageMessage(); - - var data = message.Serialize(); - var deserialized = FailedImageMessage.Deserialize(data); - - AssertAreEqual(deserialized, message); - } - -#if UNITY_MONO // IL2CPP does not support attributes with object arguments that are array types. - [TestCase(null, null, null, null, null)] - [TestCase("", "", new byte[0], new byte[0], new byte[0])] - [TestCase("Foo", "Bar", new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, null, null)] - [TestCase("Foo", "Bar", new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, new byte[] { 42, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, null)] - [TestCase("Foo", "Bar", new byte[] { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, new byte[] { 42, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 }, new byte[] { 42, 0, 1, 2, 3, 4, 5, 6, 7, 8, 9 })] - public void SerializationRoundtrip_AllFieldsAreSerializedAndDeserialized(string pathName, string imageName, byte[] expectedImage, byte[] actualImage, byte[] diffImage) - { - var message = new FailedImageMessage - { - PathName = pathName, - ImageName = imageName, - ExpectedImage = expectedImage, - ActualImage = actualImage, - DiffImage = diffImage, - }; - - AssertAreEqual(deserialized, message); - } -#endif - - private static void AssertAreEqual(FailedImageMessage deserialized, FailedImageMessage message) - { - Assert.That(deserialized.ImageName, Is.EqualTo(message.ImageName)); - Assert.That(deserialized.PathName, Is.EqualTo(message.PathName)); - Assert.That(deserialized.ExpectedImage, Is.EqualTo(message.ExpectedImage)); - Assert.That(deserialized.ActualImage, Is.EqualTo(message.ActualImage)); - Assert.That(deserialized.DiffImage, Is.EqualTo(message.DiffImage)); - } - } -} diff --git a/com.unity.testframework.graphics/Tests/Runtime/FailedImageMessageTests.cs.meta b/com.unity.testframework.graphics/Tests/Runtime/FailedImageMessageTests.cs.meta deleted file mode 100644 index fc4b5640aa9..00000000000 --- a/com.unity.testframework.graphics/Tests/Runtime/FailedImageMessageTests.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 5817a56beff03304c98dc8019aebcf1f -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Tests/Runtime/ImageAssertTests.cs b/com.unity.testframework.graphics/Tests/Runtime/ImageAssertTests.cs deleted file mode 100644 index e79b190d757..00000000000 --- a/com.unity.testframework.graphics/Tests/Runtime/ImageAssertTests.cs +++ /dev/null @@ -1,76 +0,0 @@ -using System.Collections.Generic; -using NUnit.Framework; - -namespace UnityEngine.TestTools.Graphics.Tests -{ - public class ImageAssertTests - { - [Test] - public void AreEqual_WithNullCamera_ThrowsArgumentNullException() - { - Assert.That(() => ImageAssert.AreEqual(new Texture2D(1, 1), (Camera)null), Throws.ArgumentNullException); - } - - [Test] - public void AreEqual_WithNullCameras_ThrowsArgumentNullException() - { - Assert.That(() => ImageAssert.AreEqual(new Texture2D(1, 1), (IEnumerable)null), Throws.ArgumentNullException); - } - - [Test] - public void AreEqual_WithNullActualImage_ThrowsArgumentNullException() - { - Assert.That(() => ImageAssert.AreEqual(new Texture2D(1, 1), (Texture2D)null), Throws.ArgumentNullException); - } - - [Test] - public void AreEqual_WithIdenticalImage_Succeeds() - { - var testImage = new Texture2D(64, 64); - var pixels = new Color32[64 * 64]; - for (int i = 0; i < pixels.Length; ++i) - pixels[i] = i % 2 == 1 ? Color.black : Color.white; - testImage.SetPixels32(pixels); - testImage.Apply(false); - - Assert.That(() => ImageAssert.AreEqual(testImage, testImage), Throws.Nothing); - } - - [Test] - public void AreEqual_WithTotallyDifferentImages_ThrowsAssertionException() - { - Assert.That(() => ImageAssert.AreEqual(Texture2D.whiteTexture, Texture2D.blackTexture), Throws.InstanceOf()); - } - - [Test] - public void AreEqual_WithSlightlyDifferentImages_SucceedsWithAppropriateTolerance() - { - var expected = Texture2D.blackTexture; - var actual = new Texture2D(expected.width, expected.height); - var pixels = new Color32[actual.width * actual.height]; - for (int i = 0; i < pixels.Length; ++i) - pixels[i] = new Color32(0x01, 0x01, 0x01, 0x01); - actual.SetPixels32(pixels); - actual.Apply(false); - - Assert.That(() => ImageAssert.AreEqual(expected, actual), Throws.InstanceOf()); - Assert.That(() => ImageAssert.AreEqual(expected, actual, new ImageComparisonSettings { PerPixelCorrectnessThreshold = 0.005f }), Throws.Nothing); - } - - [Test] - public void AreEqual_WidthDifferentSizeImages_ThrowsAssertionException() - { - var c = Color.black; - - var expected = new Texture2D(1, 1); - expected.SetPixels(new [] { c }); - expected.Apply(false); - - var actual = new Texture2D(1, 2); - actual.SetPixels(new [] { c, c }); - actual.Apply(false); - - Assert.That(() => ImageAssert.AreEqual(expected, actual), Throws.InstanceOf()); - } - } -} diff --git a/com.unity.testframework.graphics/Tests/Runtime/ImageAssertTests.cs.meta b/com.unity.testframework.graphics/Tests/Runtime/ImageAssertTests.cs.meta deleted file mode 100644 index eab3e378564..00000000000 --- a/com.unity.testframework.graphics/Tests/Runtime/ImageAssertTests.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: 6ef35499de2abc64baf4327fb701ddfc -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/com.unity.testframework.graphics/Tests/Runtime/UnityEngine.TestTools.Graphics.Tests.asmdef b/com.unity.testframework.graphics/Tests/Runtime/UnityEngine.TestTools.Graphics.Tests.asmdef deleted file mode 100644 index 10588f49a23..00000000000 --- a/com.unity.testframework.graphics/Tests/Runtime/UnityEngine.TestTools.Graphics.Tests.asmdef +++ /dev/null @@ -1,20 +0,0 @@ -{ - "name": "UnityEngine.TestTools.Graphics.Tests", - "references": [ - "GUID:c081bc530f560634bb5c21d4b323a7f1", - "GUID:27619889b8ba8c24980f49ee34dbb44a", - "GUID:0acc523941302664db1f4e527237feb3" - ], - "includePlatforms": [], - "excludePlatforms": [], - "allowUnsafeCode": false, - "overrideReferences": true, - "precompiledReferences": [ - "nunit.framework.dll" - ], - "autoReferenced": false, - "defineConstraints": [ - "UNITY_INCLUDE_TESTS" - ], - "versionDefines": [] -} \ No newline at end of file diff --git a/com.unity.testframework.graphics/Tests/Runtime/UnityEngine.TestTools.Graphics.Tests.asmdef.meta b/com.unity.testframework.graphics/Tests/Runtime/UnityEngine.TestTools.Graphics.Tests.asmdef.meta deleted file mode 100644 index 4e1eca774de..00000000000 --- a/com.unity.testframework.graphics/Tests/Runtime/UnityEngine.TestTools.Graphics.Tests.asmdef.meta +++ /dev/null @@ -1,7 +0,0 @@ -fileFormatVersion: 2 -guid: d38aa57151b4a464c9be60e1149213a6 -AssemblyDefinitionImporter: - externalObjects: {} - 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