Screen Coordinates Override, Move Stripping To Global Settings #7121
+17
−25
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
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 aTiledProjection
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.