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SRP-Picking changes #3419
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SRP-Picking changes #3419
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…ompatible with gizmo picking.
… the selection outline buffer
… the selection outline buffer, HDRP implementation
com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs
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com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.hlsl
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com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl
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com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl
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com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs.hlsl
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com.unity.render-pipelines.high-definition/Runtime/Material/Builtin/BuiltinData.cs
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com.unity.render-pipelines.high-definition/Runtime/Debug/MaterialDebug.cs
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs
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....render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl
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com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl
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com.unity.render-pipelines.core/ShaderLibrary/DataExtraction.hlsl
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com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
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com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/HDRenderPipeline.cs
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com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/RenderPass/AOV/AOVRequest.cs
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debug.SetFullScreenDebugMode(FullScreenDebugMode.WorldSpacePosition); | ||
break; | ||
case Camera.RenderRequestMode.BaseColor: | ||
//@TODO: This should perform metallic / specular conversion |
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isn't this already done?
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Overall change is ok but there is few aspect to fix / clean, in particular 10.x.x/release need to be merge and the _DebugAOVOutput use instead, which also mean using it at all the required place
...ty.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
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# Conflicts: # com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl # com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl # com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs # com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs # com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl # com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl # com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl # com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl
com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader
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…traction.hlsl, they were removed from CommonMaterial.hlsl
…a value different from the clear value.
# Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader # com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl
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Are there plans to merge this PR?
PR needs rebase to master and remerge. Let me know when it's ready to be re-reviewed.
# Conflicts: # com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl
…o incorrect backface culling.
replace by this PR: #5732 |
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