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[8.x.x Backport] Fix issue with corrupted values with Layer Lit when using multiply mode for vertex color #424

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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 @@ -665,6 +665,7 @@ The version number for this package has increased due to a version update of a r
- Fix Wizard load when none selected for RenderPipelineAsset
- Fixed issue with unclear naming of debug menu for decals.
- Fixed issue with reflection probes in realtime time mode with OnEnable baking having wrong lighting with sky set to dynamic (case 1238047).
- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated.

### Changed
- Color buffer pyramid is not allocated anymore if neither refraction nor distortion are enabled
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Original file line number Diff line number Diff line change
Expand Up @@ -494,7 +494,7 @@ float4 GetBlendMask(LayerTexCoord layerTexCoord, float4 vertexColor, bool useLod
// It also means that when using wind, users can't use vertex color to modulate the effect of influence from the main layer.
float4 maskVertexColor = vertexColor;
#if defined(_LAYER_MASK_VERTEX_COLOR_MUL)
blendMasks *= maskVertexColor;
blendMasks *= saturate(maskVertexColor);
#elif defined(_LAYER_MASK_VERTEX_COLOR_ADD)
blendMasks = saturate(blendMasks + maskVertexColor * 2.0 - 1.0);
#endif
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