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gabrieldelacruzjulienf-unity
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Add castShadows as additionalMappings in VFXStaticMeshOutput (#217)
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com.unity.visualeffectgraph/Editor/Models/Contexts/Implementations/VFXStaticMeshOutput.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -92,7 +92,6 @@ protected override IEnumerable<VFXPropertyWithValue> inputProperties
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yield return new VFXPropertyWithValue(new VFXProperty(typeof(Transform), "transform"), Transform.defaultValue);
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yield return new VFXPropertyWithValue(new VFXProperty(typeof(uint), "subMeshMask", new BitFieldAttribute()), uint.MaxValue);
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if (GetData() != null)
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{
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Shader copyShader = ((VFXDataMesh)GetData()).shader;
@@ -258,6 +257,7 @@ public override IEnumerable<VFXMapping> additionalMappings
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get
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{
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yield return new VFXMapping("sortPriority", sortPriority);
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yield return new VFXMapping("castShadows", castShadows ? 1 : 0);
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}
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}
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