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Fixed error thrown when layered lit material has an invalid material type #6447

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Dec 3, 2021
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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 @@ -55,6 +55,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed layer lit shader UI.
- Fixed a warning because of a null texture in the lens flare pass.
- Fixed a nullref when enabling raycount without ray tracing.
- Fixed error thrown when layered lit material has an invalid material type.

## [13.1.2] - 2021-11-05

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Original file line number Diff line number Diff line change
Expand Up @@ -97,12 +97,22 @@ static public void SetupLayersMappingKeywords(Material material)
// All Validate functions must be static. It allows to automatically update the shaders with a script if code changes
internal static void ValidateMaterial(Material material)
{
MaterialId materialId = material.GetMaterialId();
if (material.HasProperty(kMaterialID))
{
if (materialId != MaterialId.LitStandard && materialId != MaterialId.LitSSS && materialId != MaterialId.LitTranslucent)
{
materialId = MaterialId.LitStandard;
material.SetFloat(kMaterialID, (float)materialId);
}
}

BaseLitAPI.SetupBaseLitKeywords(material);
BaseLitAPI.SetupBaseLitMaterialPass(material);
SetupLayersMappingKeywords(material);
bool receiveSSR = material.GetSurfaceType() == SurfaceType.Opaque ? (material.HasProperty(kReceivesSSR) ? material.GetInt(kReceivesSSR) != 0 : false)
: (material.HasProperty(kReceivesSSRTransparent) ? material.GetInt(kReceivesSSRTransparent) != 0 : false);
BaseLitAPI.SetupStencil(material, receiveSSR, material.GetMaterialId() == MaterialId.LitSSS);
BaseLitAPI.SetupStencil(material, receiveSSR, materialId == MaterialId.LitSSS);

for (int i = 0; i < kMaxLayerCount; ++i)
{
Expand Down Expand Up @@ -177,7 +187,6 @@ internal static void ValidateMaterial(Material material)
}
CoreUtils.SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable);

MaterialId materialId = material.GetMaterialId();
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_SUBSURFACE_SCATTERING", materialId == MaterialId.LitSSS);
CoreUtils.SetKeyword(material, "_MATERIAL_FEATURE_TRANSMISSION", materialId == MaterialId.LitTranslucent || (materialId == MaterialId.LitSSS && material.GetFloat(kTransmissionEnable) > 0.0f));

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