diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 054277161c6..729d5dc8569 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -45,6 +45,7 @@ The version number for this package has increased due to a version update of a r - Fixed NullReference Exception when setting Max Shadows On Screen to 0 in the HDRP asset. - Fixed path tracing accumulation not being reset when changing to a different frame of an animation. - Fixed issue with saving some quality settings in volume overrides (case 1293747) +- 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. diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs index ecf7578f8f0..1889745e1f9 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDShaderPasses.cs @@ -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 @@ -547,6 +548,7 @@ 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[] { @@ -554,6 +556,7 @@ public static PassDescriptor GenerateTransparentDepthPrepass(bool supportLightin HDBlockFields.SurfaceDescription.AlphaClipThresholdDepthPrepass, BlockFields.SurfaceDescription.AlphaClipThreshold, HDBlockFields.SurfaceDescription.DepthOffset, + HDBlockFields.SurfaceDescription.DiffusionProfileHash // not used, but keeps the UnityPerMaterial cbuffer identical }, // Collections