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Internal/2021.3/staging #7970
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Internal/2021.3/staging #7970
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…in output context ### https://jira.unity3d.com/browse/UUM-561 Repro steps: 1. Create a shader graph with a float and color exposed properties (and enable VFX support) 2. Create a new simple VFX 3. Use the create shadergraph in the output context 4. Observe the exposed float and color properties in the output context 5. Delete the Shadergraph asset 6. Observe the exposed properties are still displayed in the VFX Output 7. Re-compile the graph and observe the console error: _New VFX : Exception while compiling expression graph: System.InvalidOperationException: Sequence contains no matching element_ Expected outcome: The VFX Output to remove the no longer existing exposed properties ### https://jira.unity3d.com/browse/UUM-570 Reproduction steps: 1. Import the attached [VfxG_TowerLevelUp.zip](https://github.cds.internal.unity3d.com/unity/unity/files/864/VfxG_TowerLevelUp.zip) VFX 2. Observe the Visual Effects Graph Asset "VfxG_TowerLevelUp.vfx" in the project browser Expected result: the Asset should have Shaders generated and attached to it ![Unity_X2Nk7CRgfT](https://media.github.cds.internal.unity3d.com/user/4003/files/8d416340-addb-4328-a988-1fbb2ac63176) Actual result: there are no Shaders generated and attached to the Asset ![EnjrcvtOaS](https://media.github.cds.internal.unity3d.com/user/4003/files/5e9ca8da-4be6-4882-a239-5b8317cc1e1e) ### https://jira.unity3d.com/browse/UUM-10400 Steps to repro: 1. Create a new VFX graph, open it 2. Add Output Mesh Block 3. Assign some new SG to its Shader property, perform Undo (notice that undo operation name is generic "VFXGraph" ) 4. Observe that shader property stayed the same and an error got thrown: _Material 'Shader Graphs/Lit SG 1' with Shader 'Shader Graphs/Lit SG 1' doesn't have a texture property '_MainTex' UnityEditor.Undo:Internal_CallUndoRedoPerformed ()_ ### https://jira.unity3d.com/browse/UUM-563 How to reproduce: 1. Create a new VFX graph, open it 2. Add Output Mesh Block 3. Set Shader Graph to None in Output Mesh 4. Save changes Expected result: Changes are saved Actual result: Shader Graph input gets reverted Notes: Happens with any other output (Quad, Lit Quad etc.) ### https://fogbugz.unity3d.com/f/cases/1363580/ Changing output order in the inspector would not take effect if the asset is not opened in VFX Graph editor (Original PR for this fix: https://github.cds.internal.unity3d.com/unity/unity/pull/9458)
Backport
Bump SRP packages to 12.1.13
Fixes missing shadergraph include on HDRP see https://jira.unity3d.com/browse/UUM-51851
This PR is a backport for This is an automated backport based on https://github.cds.internal.unity3d.com/unity/unity/pull/34270 This PR fixes transparent materials never disappearing from the "Save Assets" window popup even after clicking "Save All" Details: *The keyword state for `_ALPHAPREMULTIPLY_ON` was being disabled and then enabled again, this was causing the material to get marked as dirty *For this reason now we make sure to only call `SetKeyword` once at the end instead of calling `DisableKeyword` and `EnableKeyword` for transparent materials (the material should not get marked as dirty if the state doesn't changed from what it was set to before)
…et is missing Jira: UUM-26966 Refers to this discussion: https://unity.slack.com/archives/C1R2CL5S6/p1674863130924059 When a VFXPointCacheOperator operators refers to a missing point cache asset, a NRE is thrown. Steps to reproduce: - Create a new VFX graph - Add a "Point Cache" operator - Select any point cache asset in the operator - Delete this point cache asset in the project browser - Save the VFX Graph => Error message in the console
… XR Multipass Jira: https://jira.unity3d.com/browse/UUM-49522 Fixed _WorldSpaceCameraPos is not set correctly in XR Multipass
…put docs This PR simply adds one line about the projection axis of the decals.
It appears that you made a non-draft PR! |
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