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Fix compile issue on vulkan when a min16float4 is generated and shouldn't #1842

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Oct 8, 2020
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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -143,6 +143,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed issues with bloom, alpha and HDR layers in the compositor (case 1272621).
- Fixed alpha not having TAA applied to it.
- Fix issue with alpha output in forward.
- Fix compilation issue on Vulkan for shaders using high quality shadows in XR mode.

### Changed
- Preparation pass for RTSSShadows to be supported by render graph.
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Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,6 @@ struct HDShadowData
public Vector4 zBufferParam;
public Vector4 shadowMapSize;

[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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adding @jessebarker as I guess he may be the one who have done this change.

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I don't think I added it (hard to tell - git says that line was last edited by you :-) ). The only issue I can think of is whether both C# and the generated shader struct understand the data as being the same type/layout. Shouldn't be a problem to take "Real" precision away.

public Vector4 shadowFilterParams0;

public Vector3 cacheTranslationDelta;
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Original file line number Diff line number Diff line change
Expand Up @@ -18,7 +18,7 @@ struct HDShadowData
float normalBias;
real4 zBufferParam;
float4 shadowMapSize;
real4 shadowFilterParams0;
float4 shadowFilterParams0;
float3 cacheTranslationDelta;
float isInCachedAtlas;
float4x4 shadowToWorld;
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