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Fix exposure debug with XR single-pass #687

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Jun 1, 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 @@ -627,6 +627,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed a wrong condition in CameraSwitcher, potentially causing out of bound exceptions.
- Fixed an issue where editing the Look Dev default profile would not reflect directly in the Look Dev window.
- Fixed a bug where the light list is not cleared but still used when resizing the RT.
- Fixed exposure debug shader with XR single-pass rendering.

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -43,17 +43,21 @@ Shader "Hidden/HDRP/DebugExposure"
struct Attributes
{
uint vertexID : SV_VertexID;
UNITY_VERTEX_INPUT_INSTANCE_ID
};

struct Varyings
{
float4 positionCS : SV_POSITION;
float2 texcoord : TEXCOORD0;
UNITY_VERTEX_OUTPUT_STEREO
};

Varyings Vert(Attributes input)
{
Varyings output;
UNITY_SETUP_INSTANCE_ID(input);
UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(output);
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.texcoord = GetNormalizedFullScreenTriangleTexCoord(input.vertexID);

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