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Meshes with decal material not added to RT acceleration structure anymore #2079

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Oct 4, 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 @@ -161,6 +161,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Improved MSAA color resolve to fix issues when very bright and very dark samples are resolved together.
- Improve performance of GPU light AABB generation
- Removed the max clamp value for the RTR, RTAO and RTGI's ray length (case 1279849).
- Meshes assigned with a decal material are not visible anymore in ray-tracing or path-tracing.

## [10.0.0] - 2019-06-10

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Original file line number Diff line number Diff line change
Expand Up @@ -221,8 +221,8 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer,
// Grab the material for the current sub-mesh
Material currentMaterial = materialArray[meshIdx];

// The material is transparent if either it has the requested keyword or is in the transparent queue range
if (currentMaterial != null)
// Make sure that the material is both non-null and non-decal
if (currentMaterial != null && !DecalSystem.IsDecalMaterial(currentMaterial))
{
// Mesh is valid given that all requirements are ok
validMesh = true;
Expand All @@ -233,7 +233,7 @@ AccelerationStructureStatus AddInstanceToRAS(Renderer currentRenderer,
|| (HDRenderQueue.k_RenderQueue_Transparent.lowerBound <= currentMaterial.renderQueue
&& HDRenderQueue.k_RenderQueue_Transparent.upperBound >= currentMaterial.renderQueue);

// aggregate the transparency info
// Aggregate the transparency info
materialIsOnlyTransparent &= subMeshTransparentArray[meshIdx];
hasTransparentSubMaterial |= subMeshTransparentArray[meshIdx];

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