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@joeante joeante commented Feb 8, 2021

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debug.SetFullScreenDebugMode(FullScreenDebugMode.WorldSpacePosition);
break;
case Camera.RenderRequestMode.BaseColor:
//@TODO: This should perform metallic / specular conversion
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isn't this already done?

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@sebastienlagarde sebastienlagarde left a comment

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Overall change is ok but there is few aspect to fix / clean, in particular 10.x.x/release need to be merge and the _DebugAOVOutput use instead, which also mean using it at all the required place

# Conflicts:
#	com.unity.render-pipelines.core/ShaderLibrary/CommonMaterial.hlsl
#	com.unity.render-pipelines.core/ShaderLibrary/SpaceTransforms.hlsl
#	com.unity.render-pipelines.high-definition/Editor/Material/Decal/ShaderGraph/DecalSubTarget.cs
#	com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs
#	com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.cs.hlsl
#	com.unity.render-pipelines.high-definition/Runtime/Material/LayeredLit/LayeredLitTessellation.shader
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForward.hlsl
#	com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassForwardUnlit.hlsl
#	com.unity.render-pipelines.high-definition/Runtime/ShaderLibrary/PickingSpaceTransforms.hlsl
…traction.hlsl, they were removed from CommonMaterial.hlsl
# Conflicts:
#	com.unity.render-pipelines.high-definition/Runtime/Debug/DebugViewMaterialGBuffer.shader
#	com.unity.render-pipelines.high-definition/Runtime/VFXGraph/Shaders/VFXLitPixelOutput.hlsl
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Are there plans to merge this PR?
PR needs rebase to master and remerge. Let me know when it's ready to be re-reviewed.

@sebastienlagarde
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replace by this PR: #5732

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6 participants