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[VFX] Fix usage on texture internally in SG #5793
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[VFX] Fix usage on texture internally in SG #5793
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Regression introduced by #5416 We should also include texture internally declared in SG -_-'
It shouldn't modify the image reference
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Looking great, thank you!
Tested:
- Gather Texture 2D/3D,Texture 2D Array, Load/Sample Texture 2D Array, Sample/Load Texture 2D/3D, cubemap
- Ran FTP
- Checked URP and HDRP
* Fix case https://fogbugz.unity3d.com/f/cases/1367167/ Regression introduced by #5416 We should also include texture internally declared in SG -_-' * *Improve coverage using a texture only internally in shaderGraph It shouldn't modify the image reference * *Update changelog.md (cherry picked from commit 9c71fab) # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md
* Fix case https://fogbugz.unity3d.com/f/cases/1367167/ Regression introduced by #5416 We should also include texture internally declared in SG -_-' * *Improve coverage using a texture only internally in shaderGraph It shouldn't modify the image reference * *Update changelog.md (cherry picked from commit 9c71fab) # Conflicts: # com.unity.visualeffectgraph/CHANGELOG.md
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Already backported in #5914 |
Purpose of this PR
Fix regression introduced at #5416
https://fogbugz.unity3d.com/f/cases/1367167/
We shouldn't only list texture declared as input slot but also internal texture listed in
textureInfosIt only concerns the new SG integration.
Testing status
In URP We use an internal texture declaration (which ends in textureInfos)

In HDRP We use an exposed texture (which ends in InputSlot).

Comments to reviewers
N/A