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Screen Coordinates Override, Move Stripping To Global Settings #7121

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@etienne-p etienne-p commented Feb 11, 2022


Purpose of this PR

Following up on #6597
According to the settings placement diagram,
Screen Coord Override shader stripping belongs to URP Global Settings.
We move it there from the URP asset.


Testing status

Manually tested.

Comments To Testers/QA:

How to test: (@metalpat) build a cluster display project with stripping enabled, post effects should appear as unadapted to cluster display, normal screen space. Then build with stripping disabled, post effects should take cluster display in account. A Vignette effect with a ClusterRenderer using a TiledProjection with the stitcher activated is the most obvious way to check it out. Note that this is a URP feature and when we say "stripping enabled/disabled" we're specifically talking about the "Strip Screen Coord Override Variants" field added to URP Global Settings.

@etienne-p etienne-p requested a review from a team as a code owner February 11, 2022 20:33
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Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed.
Link to Yamato: https://unity-ci.cds.internal.unity3d.com/project/902/
Search for your PR branch using the search bar at the top, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

URP
/jobDefinition/.yamato%252Fall-urp.yml%2523PR_URP_trunk
With changes to URP packages, you should also run
/jobDefinition/.yamato%2Fall-lightmapping.yml%23PR_Lightmapping_trunk

Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure.

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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page).
See the PR template for more information.
Thank you!

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LGTM

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