diff --git a/com.unity.render-pipelines.high-definition/CHANGELOG.md b/com.unity.render-pipelines.high-definition/CHANGELOG.md index 520ba1c44ee..ac0c292a0d2 100644 --- a/com.unity.render-pipelines.high-definition/CHANGELOG.md +++ b/com.unity.render-pipelines.high-definition/CHANGELOG.md @@ -58,6 +58,7 @@ The version number for this package has increased due to a version update of a r - Fixed SSGI texture allocation when not using the RenderGraph. - Fixed NullReference Exception when setting Max Shadows On Screen to 0 in the HDRP asset. - 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 51b3b62d106..918925d1ae3 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 @@ -169,6 +169,7 @@ 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 @@ -545,6 +546,7 @@ 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[] { @@ -552,6 +554,7 @@ 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