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Fix strips outputs, spawnIndex and default metallic value
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4 files changed

+8
-2
lines changed

4 files changed

+8
-2
lines changed

com.unity.render-pipelines.high-definition/Editor/VFXGraph/Outputs/VFXAbstractParticleHDRPLitOutput.cs

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@@ -105,7 +105,7 @@ public class HDRPLitInputProperties
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public class StandardProperties
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{
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[Range(0, 1), Tooltip("Controls the scale factor for the particle’s metallicity.")]
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public float metallic = 0.5f;
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public float metallic = 0.0f;
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}
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public class SpecularColorProperties

com.unity.visualeffectgraph/CHANGELOG.md

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@@ -10,6 +10,8 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
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- Don't show the blocks window when context cant have blocks
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- Avoid NullReferenceException when VisualEffectAsset is null if VFXPropertyBinder [Case 1219061](https://issuetracker.unity3d.com/product/unity/issues/guid/1219061/)
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- Missing Reset function in VFXPropertyBinder [Case 1219063](https://issuetracker.unity3d.com/product/unity/issues/guid/1219063/)
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- Fix issue with strips outputs that could cause too many vertices to be renderered
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- SpawnIndex attribute returns correct value in update and outputs contexts
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## [7.5.0] - 2020-06-08
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com.unity.visualeffectgraph/Editor/Data/VFXData.cs

Lines changed: 3 additions & 1 deletion
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@@ -394,7 +394,9 @@ private void ComputeLayer()
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protected bool HasImplicitInit(VFXAttribute attrib)
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{
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return (attrib.Equals(VFXAttribute.Seed) || attrib.Equals(VFXAttribute.ParticleId));
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return attrib.Equals(VFXAttribute.Seed)
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|| attrib.Equals(VFXAttribute.ParticleId)
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|| attrib.Equals(VFXAttribute.SpawnIndex);
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}
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private void ProcessAttributes()

com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXAbstractParticleOutput.cs

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@@ -461,6 +461,8 @@ public override IEnumerable<VFXMapping> additionalMappings
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yield return new VFXMapping("sortPriority", sortPriority);
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if (HasIndirectDraw())
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yield return new VFXMapping("indirectDraw", 1);
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if (HasStrips(false))
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yield return new VFXMapping("strips", 1);
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}
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}
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}

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