diff --git a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs index e003810517d..faf442d8768 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs @@ -428,6 +428,7 @@ public override void OnInspectorGUI() } } + GUIContent m_DisplayTitle; /// /// Sets the label for the component header. Override this method to provide /// a custom label. If you don't, Unity automatically obtains one from the class name. @@ -435,17 +436,19 @@ public override void OnInspectorGUI() /// A label to display in the component header. public virtual GUIContent GetDisplayTitle() { + if (m_DisplayTitle != null) return m_DisplayTitle; + var volumeComponentType = volumeComponent.GetType(); var displayInfo = volumeComponentType.GetCustomAttribute(); if (displayInfo != null && !string.IsNullOrWhiteSpace(displayInfo.name)) - return EditorGUIUtility.TrTextContent(displayInfo.name, string.Empty); + return m_DisplayTitle = EditorGUIUtility.TrTextContent(displayInfo.name, string.Empty); #pragma warning disable CS0618 if (!string.IsNullOrWhiteSpace(volumeComponent.displayName)) - return EditorGUIUtility.TrTextContent(volumeComponent.displayName, string.Empty); + return m_DisplayTitle = EditorGUIUtility.TrTextContent(volumeComponent.displayName, string.Empty); #pragma warning restore CS0618 - return EditorGUIUtility.TrTextContent(ObjectNames.NicifyVariableName(volumeComponentType.Name) , string.Empty); + return m_DisplayTitle = EditorGUIUtility.TrTextContent(ObjectNames.NicifyVariableName(volumeComponentType.Name), string.Empty); } void AddToggleState(GUIContent content, bool state) diff --git a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs index debabea11a7..42bcce12bc8 100644 --- a/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs +++ b/Packages/com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs @@ -155,6 +155,8 @@ void CreateEditor(VolumeComponent component, SerializedProperty property, int in else m_Editors[index] = editor; + FilterEditorsBySearch(); + DocumentationUtils.TryGetHelpURL(component.GetType(), out string helpUrl); helpUrl ??= string.Empty; m_VolumeComponentHelpUrls[editor] = helpUrl; @@ -222,9 +224,22 @@ public void Clear() asset = null; } + readonly HashSet m_CurrentSearchFilteredEditors = new(); + void FilterEditorsBySearch() + { + m_CurrentSearchFilteredEditors.Clear(); + if (string.IsNullOrEmpty(m_SearchString)) return; + + foreach (var editor in m_Editors) + { + if (MatchesSearchString(editor.GetDisplayTitle().text)) + m_CurrentSearchFilteredEditors.Add(editor); + } + } + bool EditorIsIncludedInCurrentSearch(VolumeComponentEditor editor) => string.IsNullOrEmpty(m_SearchString) || m_CurrentSearchFilteredEditors.Contains(editor); bool MatchesSearchString(string title) { - return m_SearchString.Length == 0 || title.Contains(m_SearchString, StringComparison.OrdinalIgnoreCase); + return string.IsNullOrEmpty(m_SearchString) || title.Contains(m_SearchString, StringComparison.OrdinalIgnoreCase); } /// @@ -263,7 +278,7 @@ bool ShouldDrawEditor(VolumeComponentEditor editor) { if (!editor.visible) return false; - return MatchesSearchString(editor.GetDisplayTitle().text); + return EditorIsIncludedInCurrentSearch(editor); } void DrawEditor(VolumeComponentEditor editor, int index = -1) @@ -310,7 +325,11 @@ void DrawEditor(VolumeComponentEditor editor, int index = -1) { Rect searchRect = GUILayoutUtility.GetRect(50, EditorGUIUtility.singleLineHeight); searchRect.width -= 2; - m_SearchString = m_SearchField.OnGUI(searchRect, m_SearchString); + using (var check = new EditorGUI.ChangeCheckScope()) + { + m_SearchString = m_SearchField.OnGUI(searchRect, m_SearchString); + if (check.changed) FilterEditorsBySearch(); + } GUILayout.Space(2); EditorGUILayout.HelpBox( @@ -346,7 +365,6 @@ void DrawEditor(VolumeComponentEditor editor, int index = -1) for (int i = 0; i < editors.Count; i++) DrawEditor(editors[i]); - GUILayout.Space(8); } } diff --git a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl index 6ad0723ef7a..2c17ee4f896 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl +++ b/Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl @@ -85,6 +85,7 @@ SAMPLER(sampler_CoatMaskMap); PROP_DECL_TEX2D(_BaseColorMap); PROP_DECL_TEX2D(_MaskMap); PROP_DECL_TEX2D(_BentNormalMap); +PROP_DECL_TEX2D(_BentNormalMapOS); PROP_DECL_TEX2D(_NormalMap); PROP_DECL_TEX2D(_NormalMapOS); PROP_DECL_TEX2D(_DetailMap); diff --git a/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json b/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json index 276879a5322..942e493a260 100644 --- a/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json +++ b/Packages/com.unity.render-pipelines.high-definition/Samples~/MaterialSamples/Scenes/Scene Resources/EyeSamplesDescriptions.json @@ -4,7 +4,7 @@ Human eyeballs are about 25mm in diameter. The shader uses separate diffusion profiles for the iris and sclera. Scaling the eye changes how subsurface scattering looks. To get the same result for eyes of different sizes, duplicate the diffusion profiles and adjust the world scale, as shown in the 100mm eye example. -This Shader Graph is designed exclusively for this 3D model with an import scale factor of one. When working with different models or scale factors, you'll need to create a separate graph. In this example, we've chosen the 'EyeCinematicWithCaustics' type within the Material Type, located under Surface Options in the Graph Inspector. +This Shader Graph is designed exclusively for this 3D model with an import scale factor of one. When working with different models or scale factors, you'll need to create a separate graph. In this example, we've chosen the 'EyeCinematicWithCaustics' type within the Material Type, located under Surface Options in the Graph Inspector. """, "samples": [] diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs index d95a61bf0e9..0d45a6e8ae6 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/2D/Shadows/ShadowCaster2D.cs @@ -274,9 +274,9 @@ internal bool IsLit(Light2D light) { // Oddly adding and subtracting vectors is expensive here because of the new structures created... Vector3 deltaPos; - deltaPos.x = light.m_CachedPosition.x - boundingSphere.position.x; - deltaPos.y = light.m_CachedPosition.y - boundingSphere.position.y; - deltaPos.z = light.m_CachedPosition.z - boundingSphere.position.z; + deltaPos.x = light.boundingSphere.position.x - boundingSphere.position.x; + deltaPos.y = light.boundingSphere.position.y - boundingSphere.position.y; + deltaPos.z = light.boundingSphere.position.z - boundingSphere.position.z; float distanceSq = Vector3.SqrMagnitude(deltaPos); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs index ae6b398bad4..d5600ae88c8 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPassRenderGraph.cs @@ -2536,11 +2536,10 @@ public void RenderUberPost(RenderGraph renderGraph, ContextContainer frameData, if (userLutTexture.IsValid()) builder.UseTexture(userLutTexture, AccessFlags.Read); - if (m_Bloom.IsActive()) - { + passData.bloomTexture = bloomTexture; // This can be null if Bloom is not active. + if (bloomTexture.IsValid()) builder.UseTexture(bloomTexture, AccessFlags.Read); - passData.bloomTexture = bloomTexture; - } + if (requireHDROutput && m_EnableColorEncodingIfNeeded && overlayUITexture.IsValid()) builder.UseTexture(overlayUITexture, AccessFlags.Read); diff --git a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs index 31d2e797eb8..88eb337f225 100644 --- a/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs +++ b/Packages/com.unity.render-pipelines.universal/Runtime/UniversalRenderPipelineGlobalSettings.cs @@ -153,18 +153,12 @@ public static void UpgradeAsset(EntityId assetInstanceID) asset.m_AssetVersion = 8; } - // URPReflectionProbeSetings is introduced set the values for older projects. + // URPReflectionProbeSettings is introduced; disable rotation for older projects to preserve + // pre-existing behavior (rotation was not supported before this version). if (asset.m_AssetVersion < 9) { - if (GraphicsSettings.TryGetRenderPipelineSettings(out var reflectionProbeSettings)) - { - reflectionProbeSettings.UseReflectionProbeRotation = false; - } - else - { - Debug.LogError("Failed to upgrade global settings for URPReflectionProbeSettings since it doesn't exists."); - } - + var reflectionProbeSettings = GetOrCreateGraphicsSettings(asset); + reflectionProbeSettings.UseReflectionProbeRotation = false; asset.m_AssetVersion = 9; } diff --git a/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md b/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md index eba2d017de4..47de1677e45 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Lerp-Node.md @@ -4,16 +4,26 @@ Returns the result of linearly interpolating between input **A** and input **B** by input **T**. -For example, when the value of input **T** is 0 the return value is equal to the value of input **A**, when it is 1 the return value is equal to the value of input **B** and when it is 0.5 the return value is the midpoint of the two inputs **A** and **B**. +Unity calculates the output as: + +A + T × (B − A) + +The value of input **T** acts as a weight factor applied to the difference between **B** and **A**: + +- When **T** is `0`, the output equals **A**. +- When **T** is `1`, the output equals **B**. +- When **T** is `0.5`, the output is the midpoint between **A** and **B**. + +The Lerp node uses Dynamic Vector slots, so **A**, **B**, and **T** always resolve to the same component count, which matches the smallest connected vector (larger vectors truncate). Scalars promote to the resolved size by duplicating their value across components. ## Ports | Name | Direction | Type | Description | |:-----|:----------|:---------------|:------------| -| A | Input | Dynamic Vector | First input value | -| B | Input | Dynamic Vector | Second input value | -| T | Input | Dynamic Vector | Time value. Typical range: 0 to 1. Though you can use values outside of this range they may cause unpredictable results. | -| Out | Output | Dynamic Vector | Output value | +| **A** | Input | Dynamic Vector | First input value | +| **B** | Input | Dynamic Vector | Second input value | +| **T** | Input | Dynamic Vector | Time value. Typical range: 0 to 1. Though you can use values outside of this range they may cause unpredictable results. | +| **Out** | Output | Dynamic Vector | Output value | ## Generated Code Example diff --git a/Packages/com.unity.shadergraph/Documentation~/Node.md b/Packages/com.unity.shadergraph/Documentation~/Node.md index 7ccb65f58a9..8fde6148615 100644 --- a/Packages/com.unity.shadergraph/Documentation~/Node.md +++ b/Packages/com.unity.shadergraph/Documentation~/Node.md @@ -40,3 +40,5 @@ Right clicking on a **Node** will open a context menu. This menu contains many o **Nodes** interact with the Shader Graph Window's Color Modes. Colors are displayed on nodes underneath the text on the node title bar. See [Color Modes](Color-Modes.md) for more information on available colors for nodes. + +Unity applies each component of T as a weight factor to each component to A and B. If T has fewer components than A and B, Unity casts T to the required number of components. Unity copies the values of the original components of T to the added components. diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph index b3e5030e73e..f39f62cf8ee 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsBasic.shadersubgraph @@ -849,7 +849,7 @@ "m_FunctionName": "AddAdditionalLightsBasic", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nColor = MainColor * MainDiffuse;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float thisDiffuse = light.distanceAttenuation * NdotL;\r\n Diffuse += thisDiffuse;\r\n Color += light.color * thisDiffuse;\r\n LIGHT_LOOP_END\r\n float total = Diffuse;\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nColor = MainColor * MainDiffuse;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float thisDiffuse = light.distanceAttenuation * NdotL;\r\n Diffuse += thisDiffuse;\r\n Color += light.color * thisDiffuse;\r\n LIGHT_LOOP_END\r\n float total = Diffuse;\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph index 89485fe06be..87086bfd402 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsColorize.shadersubgraph @@ -1269,7 +1269,7 @@ "m_FunctionName": "AddAdditionalLightsColorize", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\nAtten = 0;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n\t\tAtten += atten;\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\nAtten = 0;\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n\t\tAtten += atten;\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph index d252c03310e..2f5c6f4fc13 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsHalfLambert.shadersubgraph @@ -1140,7 +1140,7 @@ "m_FunctionName": "AddAdditionalLightsHalfLambert", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = dot(WorldNormal, light.direction);\n float halfLambert = NdotL * 0.5 + 0.5;\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * halfLambert;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = dot(WorldNormal, light.direction);\r\n float halfLambert = NdotL * 0.5 + 0.5;\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * halfLambert;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph index 51c8737b85e..56e5d24268b 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsSimple.shadersubgraph @@ -1152,7 +1152,7 @@ "m_FunctionName": "AddAdditionalLightsSimple", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = atten * NdotL;\r\n float3 halfAngle = normalize(light.direction + WorldView);\r\n float spec = pow(saturate(dot(halfAngle, WorldNormal)), SpecPower);\r\n float3 thisSpecular = spec * Reflectance * atten;\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" } { diff --git a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph index e841c8ff87a..f96145ec574 100644 --- a/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph +++ b/Packages/com.unity.shadergraph/Samples~/CustomLighting/Components/AdditionalLights/AdditionalLightsURP.shadersubgraph @@ -1148,7 +1148,7 @@ "m_FunctionName": "AddAdditionalLights", "m_FunctionSource": "3beadf505dbc54f4cae878435013d751", "m_FunctionSourceUsePragmas": true, - "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n half Roughness = pow(1 - Smoothness, 2);\r\n half Roughness2 = Roughness * Roughness;\r\n\thalf Roughness2Minus1 = Roughness2 - 1;\r\n\thalf normalizationTerm = (Roughness * half(4.0) + half(2.0));\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Convert the pixel light index to the light data index\r\n\t\t#if !USE_CLUSTER_LIGHT_LOOP\r\n\t\t\tlightIndex = GetPerObjectLightIndex(lightIndex);\r\n\t\t#endif\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalPerObjectLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = NdotL * atten;\r\n //DirectBRDFSpecular\r\n\r\n float3 lightDirectionWSFloat3 = float3(light.direction);\r\n float3 halfDir = SafeNormalize(lightDirectionWSFloat3 + float3(WorldView));\r\n float NoH = saturate(dot(float3(WorldNormal), halfDir));\r\n half LoH = half(saturate(dot(lightDirectionWSFloat3, halfDir)));\r\n float d = NoH * NoH * Roughness2Minus1 + 1.00001f;\r\n half LoH2 = LoH * LoH;\r\n half spec = Roughness2 / ((d * d) * max(0.1h, LoH2) * normalizationTerm);\r\n #if REAL_IS_HALF\r\n spec = spec - HALF_MIN;\r\n spec = clamp(spec, 0.0, 1000.0);\r\n #endif\t\t\r\n float3 thisSpecular = spec * Reflectance * NdotL * atten;\r\n\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? MainColor : Color / total;\r\n#endif" + "m_FunctionBody": "Diffuse = MainDiffuse;\r\nSpecular = MainSpecular;\r\nColor = MainColor * (MainDiffuse + MainSpecular);\r\n\r\n#ifndef SHADERGRAPH_PREVIEW\r\n \r\n uint pixelLightCount = GetAdditionalLightsCount();\r\n half Roughness = pow(1 - Smoothness, 2);\r\n half Roughness2 = Roughness * Roughness;\r\n\thalf Roughness2Minus1 = Roughness2 - 1;\r\n\thalf normalizationTerm = (Roughness * half(4.0) + half(2.0));\r\n\r\n#if USE_CLUSTER_LIGHT_LOOP\r\n // for Foward+ LIGHT_LOOP_BEGIN macro uses inputData.normalizedScreenSpaceUV and inputData.positionWS\r\n InputData inputData = (InputData)0;\r\n\r\n inputData.normalizedScreenSpaceUV = ScreenPosition;\r\n inputData.positionWS = WorldPosition;\r\n#endif\r\n\r\n LIGHT_LOOP_BEGIN(pixelLightCount)\r\n\t\t// Call the URP additional light algorithm. This will not calculate shadows, since we don't pass a shadow mask value\r\n\t\tLight light = GetAdditionalLight(lightIndex, WorldPosition);\r\n\t\t// Manually set the shadow attenuation by calculating realtime shadows\r\n\t\tlight.shadowAttenuation = AdditionalLightRealtimeShadow(lightIndex, WorldPosition, light.direction);\r\n #if defined(_LIGHT_COOKIES)\r\n float3 cookieColor = SampleAdditionalLightCookie(lightIndex, WorldPosition);\r\n light.color *= cookieColor;\r\n #endif\r\n float NdotL = saturate(dot(WorldNormal, light.direction));\r\n float atten = light.distanceAttenuation * light.shadowAttenuation;\r\n float thisDiffuse = NdotL * atten;\r\n //DirectBRDFSpecular\r\n\r\n float3 lightDirectionWSFloat3 = float3(light.direction);\r\n float3 halfDir = SafeNormalize(lightDirectionWSFloat3 + float3(WorldView));\r\n float NoH = saturate(dot(float3(WorldNormal), halfDir));\r\n half LoH = half(saturate(dot(lightDirectionWSFloat3, halfDir)));\r\n float d = NoH * NoH * Roughness2Minus1 + 1.00001f;\r\n half LoH2 = LoH * LoH;\r\n half spec = Roughness2 / ((d * d) * max(0.1h, LoH2) * normalizationTerm);\r\n #if REAL_IS_HALF\r\n spec = spec - HALF_MIN;\r\n spec = clamp(spec, 0.0, 1000.0);\r\n #endif\t\t\r\n float3 thisSpecular = spec * Reflectance * NdotL * atten;\r\n\r\n Diffuse += thisDiffuse;\r\n Specular += thisSpecular;\r\n\r\n Color += light.color * (thisDiffuse + thisSpecular);\r\n LIGHT_LOOP_END\r\n float total = Diffuse + dot(Specular, float3(0.333, 0.333, 0.333));\r\n Color = total <= 0 ? 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"m_DisplayName": "Tangent", + "m_SlotType": 0, + "m_Hidden": false, + "m_ShaderOutputName": "Tangent", + "m_StageCapability": 1, + "m_Value": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_DefaultValue": { + "x": 0.0, + "y": 0.0, + "z": 0.0 + }, + "m_Labels": [], + "m_Space": 0 +} + +{ + "m_SGVersion": 0, + "m_Type": "UnityEditor.ShaderGraph.BlockNode", + "m_ObjectId": "f5d3ef8c4d9947fa9d2671fc83ea4eb7", + "m_Group": { + "m_Id": "" + }, + "m_Name": "VertexDescription.Position", + "m_DrawState": { + "m_Expanded": true, + "m_Position": { + "serializedVersion": "2", + "x": 0.0, + "y": 0.0, + "width": 0.0, + "height": 0.0 + } + }, + "m_Slots": [ + { + "m_Id": "d0dfb9b00234479b92cc0cfb3374e8b7" + } + ], + "synonyms": [], + "m_Precision": 0, + "m_PreviewExpanded": true, + "m_DismissedVersion": 0, + "m_PreviewMode": 0, + "m_CustomColors": { + "m_SerializableColors": [] + }, + "m_SerializedDescriptor": "VertexDescription.Position" +} + diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetShaderUserValue.shadergraph.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetShaderUserValue.shadergraph.meta new file mode 100644 index 00000000000..55bf7af3c0b --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetShaderUserValue.shadergraph.meta @@ -0,0 +1,18 @@ +fileFormatVersion: 2 +guid: 6ff5486b2396cb949b05d7e6b9db00d5 +ScriptedImporter: + internalIDToNameTable: [] + externalObjects: {} + serializedVersion: 2 + userData: + assetBundleName: + assetBundleVariant: + script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3} + useAsTemplate: 0 + exposeTemplateAsShader: 0 + template: + name: + category: + description: + icon: {instanceID: 0} + thumbnail: {instanceID: 0} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs new file mode 100644 index 00000000000..8aff8068ec1 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs @@ -0,0 +1,25 @@ +using System; +using UnityEngine; +using UnityEngine.Tilemaps; +using UnityEngine.U2D; + +public class SetUserShaderValue : MonoBehaviour +{ + public SpriteShapeRenderer m_SpriteShapeRenderer; + public TilemapRenderer m_TilemapRenderer; + public SpriteRenderer m_SpriteRenderer; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + m_SpriteShapeRenderer.SetShaderUserValue(1045220557); // ~0.2 + m_TilemapRenderer.SetShaderUserValue(1053609165); // ~0.4 + m_SpriteRenderer.SetShaderUserValue(1053609165); // ~0.8 + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs.meta new file mode 100644 index 00000000000..bf8b0c08a08 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValue.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: 47e1f4f12be88024ca7bcb580c6396df \ No newline at end of file diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs new file mode 100644 index 00000000000..f948d15bf9b --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs @@ -0,0 +1,34 @@ +using UnityEngine; +using UnityEngine.Tilemaps; +using UnityEngine.U2D; + +public class SetUserShaderValueForceDynamicBatching : MonoBehaviour +{ + public SpriteShapeRenderer m_SpriteShapeRenderer; + public TilemapRenderer m_TilemapRenderer; + public SpriteRenderer m_SpriteRenderer; + + // Start is called once before the first execution of Update after the MonoBehaviour is created + void Start() + { + m_SpriteShapeRenderer.SetShaderUserValue(1045220557); // ~0.2 + m_TilemapRenderer.SetShaderUserValue(1053609165); // ~0.4 + m_SpriteRenderer.SetShaderUserValue(1053609165); // ~0.8 + + var mbp = new MaterialPropertyBlock(); + m_SpriteShapeRenderer.GetPropertyBlock(mbp); + mbp.SetColor("ForceDynamicBatching", Color.red); + m_SpriteShapeRenderer.SetPropertyBlock(mbp); + + mbp = new MaterialPropertyBlock(); + m_SpriteRenderer.GetPropertyBlock(mbp); + mbp.SetColor("ForceDynamicBatching", Color.red); + m_SpriteRenderer.SetPropertyBlock(mbp); + } + + // Update is called once per frame + void Update() + { + + } +} diff --git a/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs.meta b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs.meta new file mode 100644 index 00000000000..5f8af772689 --- /dev/null +++ b/Tests/SRPTests/Projects/UniversalGraphicsTest_2D/Assets/Scenes/111_SetShaderUserValue/SetUserShaderValueForceDynamicBatching.cs.meta @@ -0,0 +1,2 @@ +fileFormatVersion: 2 +guid: b6c4668cf86ca174d8a9730358316727 \ No newline at end of file diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs index 51cc6b0e945..ff35dbe2bdf 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs +++ b/Tests/SRPTests/Projects/VisualEffectGraph_HDRP/Assets/Tests/HDRP_VisualEffectsGraph_GraphicsTests.cs @@ -29,6 +29,9 @@ public class VFXGraphicsTests [IgnoreGraphicsTest("39_SmokeLighting_APV", "Too many bindings when using APVs", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch })] [IgnoreGraphicsTest("102_ShadergraphShadow", "See UUM-96202", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch })] [IgnoreGraphicsTest("015_FixedTime", "See UUM-109089", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch })] + [IgnoreGraphicsTest("DebugAlbedo", "Onscreen assert", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch2 })] + [IgnoreGraphicsTest("36_SkinnedSDF", "Onscreen assert", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch2 })] + [IgnoreGraphicsTest("015_FixedTime", "Onscreen assert", runtimePlatforms: new RuntimePlatform[] { RuntimePlatform.Switch2 })] [IgnoreGraphicsTest("Repro_SampleGradient_Branch_Instancing", "Compute shader ([Repro_SampleGradient_Branch_Instancing] [Minimal] Update Particles): Property (Repro_SampleGradient_Branch_Instancing_Buffer) at kernel index (0) is not set")] [IgnoreGraphicsTest("Empty", "No reference images provided")] [IgnoreGraphicsTest("Empty_With_Camera", "No reference images provided")] diff --git a/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset index f4bf4e81e1c..35cbead8153 100644 --- a/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset +++ b/Tests/SRPTests/Projects/VisualEffectGraph_URP/ProjectSettings/ProjectSettings.asset @@ -121,15 +121,15 @@ 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