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Fixes for issue with Default shader and material not available when Models are imported at project startup. #339
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fe0be93
Replaced usages of Shader.find with code loading the corresponding sh…
Thomasch-unity3d e964eb5
Updated Changelog.
Thomasch-unity3d 8a12c05
made GetShaderGUID internal, Added Tests for GetShaderGUID and GetSha…
Thomasch-unity3d 009c040
Added entry to URP changelog, removed entry added by mistake from HDR…
Thomasch-unity3d 873e022
Merge branch 'master' into urp-editorResourcesAsset-loadAndForget
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We should add test automation to validate we don't break these GUIDs for some reason. Maybe we should check all s_ShaderGUIDs return valid paths in here: https://github.com/Unity-Technologies/Graphics/blob/master/com.unity.render-pipelines.universal/Tests/Editor/EditorTests.cs#L57-L65
What do you think?
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I added a test in the latest commit, how do you proceed to run them locally ? I ended up copying that folder in a sandbox project and managed to run them, not ideal..
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You can run them locally by opening the test runner window and running editor mode tests