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Fix issue with blocky artifacts when decals affecting metallic are applied on specular color workflow #823

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Jun 10, 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 @@ -665,6 +665,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed area light cookie not updated when switch the light type from a spot that had a cookie.
- Fixed issue with dynamic resolution updating when not in play mode.
- Fixed issue with Contrast Adaptive Sharpening upsample mode and preview camera.
- Fix issue causing blocky artifacts when decals affect metallic and are applied on material with specular color workflow.

### Changed
- Improve MIP selection for decals on Transparents
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Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ void ApplyDecalToSurfaceData(DecalSurfaceData decalSurfaceData, inout SurfaceDat
#ifdef DECALS_4RT // only smoothness in 3RT mode
#ifdef _MATERIAL_FEATURE_SPECULAR_COLOR
float3 decalSpecularColor = ComputeFresnel0((decalSurfaceData.HTileMask & DBUFFERHTILEBIT_DIFFUSE) ? decalSurfaceData.baseColor.xyz : float3(1.0, 1.0, 1.0), decalSurfaceData.mask.x, DEFAULT_SPECULAR_VALUE);
surfaceData.specularColor = surfaceData.specularColor * decalSurfaceData.MAOSBlend.x + decalSpecularColor;
surfaceData.specularColor = surfaceData.specularColor * decalSurfaceData.MAOSBlend.x + decalSpecularColor * (1.0f - decalSurfaceData.MAOSBlend.x);
#else
surfaceData.metallic = surfaceData.metallic * decalSurfaceData.MAOSBlend.x + decalSurfaceData.mask.x;
#endif
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