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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 @@ -30,6 +30,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where a warning about the static sky not being ready was wrongly displayed.
- Fixed the clear coat not being handled properly for SSR and RTR (case 1291654).
- Fixed ghosting in RTGI and RTAO when denoising is enabled and the RTHandle size is not equal to the Viewport size (case 1291654).
- Fixed issue where some ShaderGraph generated shaders were not SRP compatible because of UnityPerMaterial cbuffer layout mismatches [1292501] (https://issuetracker.unity3d.com/issues/a2-some-translucent-plus-alphaclipping-shadergraphs-are-not-srp-batcher-compatible)

### Changed
- Volume Manager now always tests scene culling masks. This was required to fix hybrid workflow.
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Original file line number Diff line number Diff line change
Expand Up @@ -170,6 +170,7 @@ static public PassDescriptor GenerateShadowCaster(bool supportLighting)
BlockFields.SurfaceDescription.AlphaClipThreshold,
HDBlockFields.SurfaceDescription.AlphaClipThresholdShadow,
HDBlockFields.SurfaceDescription.DepthOffset,
HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical
},

// Collections
Expand Down Expand Up @@ -547,13 +548,15 @@ public static PassDescriptor GenerateTransparentDepthPrepass(bool supportLightin
BlockFields.SurfaceDescription.NormalWS,
BlockFields.SurfaceDescription.NormalOS,
BlockFields.SurfaceDescription.Smoothness,
HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical
} :
new BlockFieldDescriptor[]
{
BlockFields.SurfaceDescription.Alpha,
HDBlockFields.SurfaceDescription.AlphaClipThresholdDepthPrepass,
BlockFields.SurfaceDescription.AlphaClipThreshold,
HDBlockFields.SurfaceDescription.DepthOffset,
HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical
},

// Collections
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