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.github/CODEOWNERS

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/com.unity.render-pipelines.universal/Editor/ShaderGraph/MasterNodes @Unity-Technologies/2d-graphics
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# Shader Graph
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/com.unity.shadergraph/ @Unity-Technologies/shader-graph @Unity-Technologies/gfx-qa-bellevue
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/com.unity.shadergraph/ @Unity-Technologies/shader-graph
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# Test systems
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/.yamato/ @Unity-Technologies/gfx-sdets

.github/PULL_REQUEST_TEMPLATE.md

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**Guide** : https://github.com/Unity-Technologies/Graphics/blob/master/.github/pr-read.png.md
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### **Please read**
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**PR workflow guidelines**
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* SRP ABV will start automatically on Yamato when you open your PR
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* Changes to docs and md files will **not** trigger ABV jobs
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* Consider making use of **draft PRs** if you are not 100% sure that your PR is ready for review
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* ABV will restart if you add a new commit to a branch with an open PR (hence why you should consider using draft PRs)
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* Adding [skip ci] (case insensitive) to the title of PRs will stop any jobs being trigger automatically - you will need to open Yamato and find your branch to run ABV
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* You can also add [skip ci] to commit messages to prevent CI from running on that push
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* Add [cancel old ci] to your commit message if you've made changes you want to test and no longer need the previous jobs
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**Display Addon** : https://userstyles.org/styles/182991/unity-graphics-pr-readme
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### Checklist for PR maker
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- [ ] Have you added a backport label (if needed)? For example, the `need-backport-*` label. After you backport the PR, the label changes to `backported-*`.
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- [ ] Have you updated the changelog? Each package has a `CHANGELOG.md` file.
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- [ ] Have you updated or added the documentation for your PR? When you add a new feature, change a property name, or change the behavior of a feature, it's best practice to include related documentation changes in the same PR.
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- [ ] Have you added a graphic test for your PR (if needed)? When you add a new feature, or discover a bug that tests don't cover, please add a graphic test.
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# Purpose of this PR
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---
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### Purpose of this PR
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Why is this PR needed, what hard problem is it solving/fixing?
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> Why is this PR needed, what hard problem is it solving/fixing?
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---
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### Testing status
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# Testing status
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## Manual Tests
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> What have you tested?
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**Manual Tests**: What did you do?
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- [ ] Opened test project + Run graphic tests locally
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- [ ] Built a player
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- [ ] Checked new UI names with UX convention
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- [ ] Tested UI multi-edition + Undo/Redo + Prefab overrides + Alignment in Preset
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- [ ] C# and shader warnings (supress shader cache to see them)
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- [ ] Checked new resources path for the reloader (in developer mode, you have a button at end of resources that check the paths)
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- Other:
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## Automated Tests
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> What did you setup? (Add a screenshot or the reference image of the test please)
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**Automated Tests**: What did you setup? (Add a screenshot or the reference image of the test please)
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## Links
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**Yamato**: (Select your branch) https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
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> Any test projects or documents to go with this to help reviewers?
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**Yamato**: (Select your branch):
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https://yamato.prd.cds.internal.unity3d.com/jobs/902-Graphics
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# Comments to reviewers
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> Notes for the reviewers you have assigned.
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Any test projects to go with this to help reviewers?
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---
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### Comments to reviewers
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Notes for the reviewers you have assigned.

.yamato/_abv.yml

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.yamato/_editor.yml

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