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DOTS compatible error/loading shaders GFXHYR-308#6449
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…= "HDRenderPipeline" }
…and Non SRP Batcher compatible cases
# Conflicts: # TestProjects/BatchRendererGroup_HDRP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # TestProjects/BatchRendererGroup_URP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # com.unity.render-pipelines.high-definition/Runtime/RenderPipelineResources/HDRenderPipelineRuntimeResources.asset
sebastienlagarde
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Jan 12, 2022
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small comment otherwise good for hdrp section
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TomasKiniulis
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Jan 14, 2022
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Tested BatchRendererGroup_HDRP, Amalienborg palace builds on Deferred and Forward with Game Objects and BRG. Looks good on HDRP side.
Test doc for more details: https://confluence.unity3d.com/pages/viewpage.action?pageId=172268208
cinight
approved these changes
Jan 27, 2022
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.render-pipelines.universal/CHANGELOG.md # com.unity.render-pipelines.universal/Runtime/UniversalRendererData.cs
# Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md # com.unity.render-pipelines.universal/CHANGELOG.md
# Conflicts: # TestProjects/BatchRendererGroup_HDRP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs # TestProjects/BatchRendererGroup_URP/Assets/SampleScenes/BRGGameObjects/RenderBRG.cs
phi-lira
reviewed
Feb 9, 2022
Co-authored-by: Felipe Lira <felipedrl@gmail.com>
phi-lira
reviewed
Feb 9, 2022
…Technologies/Graphics into graphics/brg-error-loading-shader
phi-lira
approved these changes
Feb 10, 2022
…the define when the C++ PR providing the APIs actually land
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/!\ Most of the changes are test related
Purpose of this PR
URP changes only
FallbackError.shaderandMaterialError.shader. These shaders were originally split to have a DOTS compatible error shader while still having a shader being compatible with built-in RP.However this PR tries to simplify this by having only one shader with two sub shaders and use the
Tags { "RenderPipeline" = "UniversalPipeline" }thingyURP/HDRP changes
#pragma editor_sync_compilationto error/loading shaders to avoid the "error/loading shader is currently loading" edge case[Reload("Path/To/Shader.shader")]additions/updatesThese new shaders are needed by Hybrid Renderer since built-in error/loading shaders aren't DOTS compatible.
Testing status
- Manual testing
- URP/HDRP QA pass
- Added URP/HDRP scenes to test various error shader cases when rendering with a BRG (not automated) :
- Yamato PR URP/HDRP on trunk green except: