Some android-based GPU such as Adreno 540 (Quest, Pixel 2) do not have
linear render support.
In such cases, BoatAttack fails to display anything on screen and spits
out exceptions. Additionally, the test runner will fail on these platforms.
* fixed build options tweaking in benchmark window
* fixed benchmark mode being stuck on loading screen on ios
CmdArgs() was throwing an exception due to empty argument, and it made it disabled, calling OnDisable, and removing "level loaded" callback, so we were never switching to the game level itself
* Benchmark base
* fix shader library compile regression
* Fix FBX errors
* automated run from editor WIP
* more work, cleanup of UI prefabs
* static angle scene
First pass
* Squashed commit of the following:
commit fdd4ba7dc6a6fabd561ea186b4453735ac9103eb
Author: Andre McGrail <andrem@unity3d.com>
Date: Fri Sep 4 13:54:37 2020 +0200
Changed Lod Lightmaps to run only in editor and only when needed (#118)
* Fix benchmark build errors
* Fixed texture compression warning on build
* Fixed profiling scope errors
* removed terrain group missing script
* Fixed flythrough playing automatically, also added camera prefab to benchmark scenes for easy future updating
* cleanup
* enable playmode tests in project (#120)
* enable playmode tests in project
* upgrade input system
* Revamp postprocessing default volume
* Assorted cleanup and fixes
* Fixed volume quality levels
* Potential camera and vo...
* Fix profiling scope Obsolete code
* fix caustic shader null on load
* Removal of un-needed VolumeHolder
* Hid debugs behind Pipeline debug setting
* More caustics shader null checking
* Navmesh obsolete API change
* Fix for PostVolume prefab not instantiating on load
* Updated URP version
* used new 7.2.0 API for getting additional camera data
* Moved volume init code to later in the frame as it was being destroyed as it was being created if duplicate
* Revert "Navmesh obsolete API change"
This reverts commit 66baf983dc53f0c11d9ea14bd414e184efc739ec.
* fixes
- fixed precision error in checkpoint shader
- fixed tangents on clouds
- fixed touch controls appearing on switch
- clamped skybox sun
- changed reflection probes to baked
* Fixed Issue with addressables
* Added back Heightmap generation for the Water
* fixed DX11 sampler
* Updated burst package, fixed missing renderer shaders
* Update package to public 7.0.0 package
* Update BushTest normal map
Filled with (0, 0, 1) where alpha was < 1
Re-normalized all normals and replaced invalid values with (0, 0, 1)
Set alpha channel to 1
* Vegetation ShaderGraph: Normalize normal before master node
This normalize should not be necessary, but the specific normal map of lower LODs of the palm trees otherwise generate NaNs during tangent to world space transformation.
* Bugfix/nan (#53)
* Update BushTest normal map
Filled with (0, 0, 1) where alpha was < 1
Re-normalized all normals and replaced invalid values with (0, 0, 1)
Set alpha channel to 1
* Vegetation ShaderGraph: Normalize normal before master node
This normalize should not be necessary, but the specific normal map of lower LODs of the palm trees otherwise generate NaNs during tangent to world space transformation.
* Update README.md
* Update L...