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julienf-unityiTris666Paul DemeulenaereLewis JordanJordanL8
authored
VFX 8.3 backports (#2669)
* Fix for blackboard scrollable element hidden by resize. * Target Gameobject windows resize doesn't go too far above scrollbars * e3ba0e6 - Missing or incorrect unit in uss. * [VFX] Fix crash on NDA platform : 100_Fog (#1265) * Disable noperspective flag for driver issue on NDA platform * Add minor note to track the actual issue * Isolate on concerned platform * Change define condition * Simplify linear drag (#67) * Simplify linear drag * Fix warning * Vfx/docs/system requirements (#69) * Added system requirements documentation. * Corrected phrasing * Added toc entry * Reorganised toc entry Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix for node window staying when clicking elsewhere #68 * Prevent resourcehistory from beeing set to null by serialization (#66) * Fix position of block creation window (#72) * Fix Prefab Highlight for initial event name toggle & override #71 * Call recreateCopy after recusion test not before. #52 * Uniquify create visual effect gameobject name. Standard behaviour. #75 * Vfx/fix/1246989 normals and scale (#81) * Fix Texture2DArray and Cubemap exposition from sg in output mesh context (#76) * int and uint support in Compare (#53) * Added render pipeline compatability table (#87) Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> * Fix square complexity on parameter to serialized property matching * Fix vfx view not beeing framed at launch * Fix for the lookup of mixed values in the VisualEffectEditor with obj… * SampleSDF operator (#88) * Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96) * Fix missing type copy in reduce Tested locally on a PS4 * Add expection to detect unsupported value type * Fix 1154328 - infinite recompile with rand (#93) * World to Viewport Point & Viewport to World Point operators + Test (#98) * Fix Construct Matrix on GPU (#102) * Remove Debug Log * Fix case 1279294 : Invalid Random per component behavior in spawn context (#107) * Point cache: Binary format corrupted due to an extra byte offset (#108) * Point cache header, wait for new line character only (/n) and skip carriage return(/r) An extra trailing new line character was causing an invalid offset in binary point cache files. * Update Changelog * Remove unnecessary files * Fix InvalidCastException when using byte properties in point cache files (#109) * Change casting to byte We were trying to cast an object containing a byte to an int. Also, a better normalization would be dividing by 255. * Update CHANGELOG.md * Setting ZClip in shadow caster templates (#99) * Fix and reenable test (#117) * Fix spawner set attribute/ custom category (#115) * Fix non uniform scale test (once again) * Fix cascaded type popup width (#124) * Forbid creation of context in VisualEffectSubgraphBlock through edge … (#119) * Make sure m_DependentDirty is flagged when the strutu change because kExpressionGraphChanged is not send for subgraphs. Cleanup (#121) * Fix overlap in properties (#128) * Fix Sample installation in URP #122 * Four bug fixes for event tester (#123) * Reset the indentLevel at the end of VisualEffectEditor, also better c… (#127) * Un edit nodes that are collapsed (#133) * Fixes https://fogbugz.unity3d.com/f/cases/1268956/ (#125) * Create new VisualEffect Graph" creates a graph * fixed spelling (#142) * Fix Several issue in Property Binder (#106) * Add one pixel to height in non wide mode so that margin is equal to wide mode. (#145) * Fix 1285603 View and Object mode of Shadergraph position node don't r… * Fix collapse exception and added automated test (#149) * Misc fixes for vfx shadergraph integrations (#130) * Small fix for collapse test * Fix 1255182 Compile errors using Baked GI (default UV settings) / Output Particle Mesh / Connected Attributes (#139) * Update rebuild all script to take subgraph into account * Fix suitableContext for subblocks not being serialized * Fix subgraph not being sanitized at import * [HDRP] Fix debug view material (albedo/normal/...) * Force ui update when shader might be reimported in StaticMeshOutput (#158) * Revert "Fix UInt/Int Condition Reduction (PS4/X1 issue) (#96)" This reverts commit 84ad80d. * Fix compil * Backout int and uint support in Compare (#53) * Override VFXPropertyAttribute equals to make it correct. (#73) * Override VFXPropertyAttribute equals to make it correct. * Update CHANGELOG.md * 8.x.x Fix compile loop in vfxoperator by adding a RecreateCopy mecanism (#63) * fix 8.x.x/vfx/sugraphoperator compile loop * Update VFXSubgraphOperator.cs * Fix changelog * backout SampleSDF operator (#88) * Fix some tests (8 and 26) * Update HDRP VFX + meta * Update URP project + add missing metas * *Update HDRP_Debug considering the blending is enable for debug material * *Add missing standalone 28_CameraProject.png * *Increase treshold for 26_NonUnifomScale.unity Co-authored-by: Tristan Genevet <tristan@unity3d.com> Co-authored-by: Paul Demeulenaere <pauld@unity3d.com> Co-authored-by: Lewis Jordan <lewisjordan@unity3d.com> Co-authored-by: Lewis Jordan <lewis.jordan@hotmail.co.uk> Co-authored-by: Ludovic Theobald <ludovic.theobald@unity3d.com> Co-authored-by: Gabriel de la Cruz <gabriel.delacruz@unity3d.com> Co-authored-by: sebastienlagarde <sebastien@unity3d.com>
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Lines changed: 21443 additions & 1381 deletions

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TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXExpressionTests.cs

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@@ -236,6 +236,26 @@ public void ProcessExpressionMatrixToVector4s()
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Assert.AreEqual(new Vector4(1, 0, 0, 0), reduced.Get<Vector4>());
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}
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[Test]
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public void CheckExpressionRandomEquality()
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{
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var obj0 = new object();
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var obj1 = new object();
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var exp0 = new VFXExpressionRandom(true, new RandId(obj0));
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var exp1 = new VFXExpressionRandom(true, new RandId(obj0));
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var exp2 = new VFXExpressionRandom(false, new RandId(obj0));
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var exp3 = new VFXExpressionRandom(true, new RandId(obj1));
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var exp4 = new VFXExpressionRandom(true, new RandId(obj0, 1));
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Assert.AreEqual(exp0, exp1);
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Assert.AreEqual(exp0.GetHashCode(), exp1.GetHashCode());
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Assert.AreNotEqual(exp0, exp2);
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Assert.AreNotEqual(exp0, exp3);
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Assert.AreNotEqual(exp0, exp4);
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}
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}
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}
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#endif

TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/Editor/Tests/VFXGUITests.cs

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using UnityEngine;
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using UnityEngine.VFX;
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using UnityEditor.VFX;
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using UnityEngine.TestTools;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.VFX.UI;
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[TestFixture]
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public class VFXGUITests
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{
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private const int testAssetCount = 8;
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private const int testAssetCount = 9;
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private VisualEffectAsset[] m_GuiTestAssets = new VisualEffectAsset[testAssetCount];
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[OneTimeSetUp]
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CreateAllOperators();
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}
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[UnityTest]
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public IEnumerator CollapseTest()
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{
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EditTestAsset(8);
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var builtInItem = VFXLibrary.GetOperators().Where(t => typeof(VFXBuiltInParameter).IsAssignableFrom(t.modelType)).First();
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var builtIn = m_ViewController.AddVFXOperator(Vector2.zero, builtInItem);
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yield return null;
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builtIn.collapsed = true;
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yield return null;
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yield return null;
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builtIn.collapsed = false;
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yield return null;
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yield return null;
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builtIn.superCollapsed = true;
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yield return null;
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yield return null;
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builtIn.superCollapsed = false;
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}
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List<VFXOperator> CreateAllOperators()
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{
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List<VFXOperator> operators = new List<VFXOperator>();

TestProjects/VisualEffectGraph_HDRP/Assets/AllTests/VFXTests/GraphicsTests/08_Shadows.unity

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@@ -734,6 +734,7 @@ GameObject:
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- component: {fileID: 1849253499}
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- component: {fileID: 1849253498}
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- component: {fileID: 1849253500}
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- component: {fileID: 1849253501}
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m_Layer: 0
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m_Name: Visual_Effect_Shadow
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m_TagString: Untagged
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m_SortingLayerID: 0
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m_SortingLayer: 0
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m_SortingOrder: 0
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--- !u!114 &1849253501
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1849253497}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 20f198885badb1f4fa1e65869995ff82, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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ImageComparisonSettings:
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TargetWidth: 512
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TargetHeight: 512
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PerPixelCorrectnessThreshold: 0
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AverageCorrectnessThreshold: 0.00001
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UseHDR: 0
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UseBackBuffer: 0
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ImageResolution: 0

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