diff --git a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs index bd8065cf47d..852645935e0 100644 --- a/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs +++ b/com.unity.render-pipelines.high-definition/Editor/Material/ShaderGraph/HDTarget.cs @@ -610,7 +610,6 @@ public static class Uniforms public static RenderStateCollection SceneSelection = new RenderStateCollection { { RenderState.Cull(Cull.Off) }, - { RenderState.ColorMask("ColorMask 0") }, }; public static RenderStateCollection DepthOnly = new RenderStateCollection diff --git a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl index 8fc93c2e4ee..266fc058004 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/Material/StackLit/StackLit.hlsl @@ -911,10 +911,10 @@ void GetSurfaceDataDebug(uint paramId, SurfaceData surfaceData, inout float3 res } case DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_COLOR: { - if (!HasFlag(surfaceData.materialFeatures, DEBUGVIEW_STACKLIT_SURFACEDATA_SPECULAR_COLOR)) + if (!HasFlag(surfaceData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_SPECULAR_COLOR)) { // Derive the specular/fresnel0 term from the metallic parameter - result = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic.x, DEFAULT_SPECULAR_VALUE); + result = ComputeFresnel0(surfaceData.baseColor, surfaceData.metallic.x, IorToFresnel0(surfaceData.dielectricIor)); } break; }