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Original file line number Diff line number Diff line change
Expand Up @@ -45,7 +45,7 @@ SurfaceDescriptionInputs FragInputsToSurfaceDescriptionInputs(FragInputs input,
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = length(output.WorldSpaceViewDirection) * TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionRWS;
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionRWS);
$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionRWS);
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Expand Up @@ -23,9 +23,9 @@ VertexDescriptionInputs AttributesMeshToVertexDescriptionInputs(AttributesMesh i
$VertexDescriptionInputs.AbsoluteWorldSpacePosition:output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);
$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = length(output.WorldSpaceViewDirection) * TransformWorldToViewDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x);
$VertexDescriptionInputs.uv0: output.uv0 = input.uv0;
$VertexDescriptionInputs.uv1: output.uv1 = input.uv1;
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1 change: 1 addition & 0 deletions com.unity.shadergraph/CHANGELOG.md
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Expand Up @@ -15,6 +15,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue with the Gradient color picker displaying different values than the selected color.
- Fixed an issue with inactive node deletion throwing a superfluous exception.
- Fixed an issue on upgrading graphs with inactive Master Nodes causing null ref errors. [1298867](https://issuetracker.unity3d.com/product/unity/issues/guid/1298867/)
- Fixed the ViewDirection Node in Tangent space's calculation to match how the transform node works.

## [10.3.0] - 2020-11-03

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Expand Up @@ -32,7 +32,7 @@ SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
$SurfaceDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
$SurfaceDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = length(output.WorldSpaceViewDirection) * TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
$SurfaceDescriptionInputs.WorldSpacePosition: output.WorldSpacePosition = input.positionWS;
$SurfaceDescriptionInputs.ObjectSpacePosition: output.ObjectSpacePosition = TransformWorldToObject(input.positionWS);
$SurfaceDescriptionInputs.ViewSpacePosition: output.ViewSpacePosition = TransformWorldToView(input.positionWS);
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Expand Up @@ -22,9 +22,9 @@ VertexDescriptionInputs BuildVertexDescriptionInputs(Attributes input)
$VertexDescriptionInputs.AbsoluteWorldSpacePosition:output.AbsoluteWorldSpacePosition = GetAbsolutePositionWS(TransformObjectToWorld(input.positionOS));
$VertexDescriptionInputs.WorldSpaceViewDirection: output.WorldSpaceViewDirection = GetWorldSpaceNormalizeViewDir(output.WorldSpacePosition);
$VertexDescriptionInputs.ObjectSpaceViewDirection: output.ObjectSpaceViewDirection = TransformWorldToObjectDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = TransformWorldToViewDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.ViewSpaceViewDirection: output.ViewSpaceViewDirection = length(output.WorldSpaceViewDirection) * TransformWorldToViewDir(output.WorldSpaceViewDirection);
$VertexDescriptionInputs.TangentSpaceViewDirection: float3x3 tangentSpaceTransform = float3x3(output.WorldSpaceTangent,output.WorldSpaceBiTangent,output.WorldSpaceNormal);
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = mul(tangentSpaceTransform, output.WorldSpaceViewDirection);
$VertexDescriptionInputs.TangentSpaceViewDirection: output.TangentSpaceViewDirection = TransformWorldToTangent(output.WorldSpaceViewDirection, tangentSpaceTransform);
$VertexDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(output.WorldSpacePosition), _ProjectionParams.x);
$VertexDescriptionInputs.uv0: output.uv0 = input.uv0;
$VertexDescriptionInputs.uv1: output.uv1 = input.uv1;
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