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Merge a number of post process volume components into core so that URP and HDRP are more unified #7240
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…lCamera.Drawers.cs Co-authored-by: alex-vazquez <[email protected]>
…lCamera.Drawers.cs Co-authored-by: alex-vazquez <[email protected]>
…ine/Camera/HDAdditionalCameraData.Migration.cs Co-authored-by: alex-vazquez <[email protected]>
…ine/Camera/HDAdditionalCameraData.cs Co-authored-by: alex-vazquez <[email protected]>
…ine/Camera/HDAdditionalCameraData.cs Co-authored-by: alex-vazquez <[email protected]>
# Conflicts: # com.unity.render-pipelines.high-definition/Editor/PostProcessing/LiftGammaGainEditor.cs # com.unity.render-pipelines.high-definition/Editor/PostProcessing/ShadowsMidtonesHighlightsEditor.cs # com.unity.render-pipelines.high-definition/Editor/PostProcessing/TrackballUIDrawer.cs # com.unity.render-pipelines.universal/Editor/Overrides/FilmGrainEditor.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ChannelMixer.cs # com.unity.render-pipelines.universal/Runtime/Overrides/FilmGrain.cs # com.unity.render-pipelines.universal/Runtime/Overrides/LiftGammaGain.cs # com.unity.render-pipelines.universal/Runtime/Overrides/PaniniProjection.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ShadowsMidtonesHighlights.cs # com.unity.render-pipelines.universal/Runtime/Overrides/WhiteBalance.cs # com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
# Conflicts: # com.unity.render-pipelines.universal/Editor/Overrides/ColorCurvesEditor.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ColorAdjustments.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ColorCurves.cs
# Conflicts: # com.unity.render-pipelines.universal/Runtime/Overrides/LensDistortion.cs
# Conflicts: # com.unity.render-pipelines.universal/Runtime/Overrides/SplitToning.cs
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP URP SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
# Conflicts: # com.unity.render-pipelines.universal/Runtime/Passes/PostProcessPass.cs
# Conflicts: # com.unity.render-pipelines.core/Editor/Volume/VolumeComponentEditor.cs # com.unity.render-pipelines.core/Editor/Volume/VolumeComponentListEditor.cs # com.unity.render-pipelines.high-definition/Runtime/Lighting/DiffusionProfileOverride.cs # com.unity.render-pipelines.universal/Runtime/Overrides/Bloom.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ChromaticAberration.cs # com.unity.render-pipelines.universal/Runtime/Overrides/ColorLookup.cs # com.unity.render-pipelines.universal/Runtime/Overrides/DepthOfField.cs # com.unity.render-pipelines.universal/Runtime/Overrides/MotionBlur.cs # com.unity.render-pipelines.universal/Runtime/Overrides/Tonemapping.cs # com.unity.render-pipelines.universal/Runtime/Overrides/Vignette.cs
to be filled in later
Physical Camera Refactor PR needs to land first.