From 6c95100f27560315d9cf7e1e9407c4aaf80e6d62 Mon Sep 17 00:00:00 2001 From: Sebastien Lagarde Date: Thu, 1 Apr 2021 11:36:55 +0200 Subject: [PATCH] Fix shader compil issue on PS4 in Stacklit.hlsl --- .../Runtime/Material/StackLit/StackLit.hlsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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 b21e64b2532..6042d285be2 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 @@ -4231,7 +4231,7 @@ IndirectLighting EvaluateBSDF_ScreenSpaceReflection(PositionInputs posInput, } lighting.specularReflected = ssrLighting.rgb * lerp(reflectanceFactorB, reflectanceFactorC, bsdfData.coatMask); - reflectionHierarchyWeight = lerp(ssrLighting.a, ssrLighting.a * reflectanceFactorC, bsdfData.coatMask); + reflectionHierarchyWeight = lerp(ssrLighting.a, ssrLighting.a * dot(float3(1.0, 1.0, 1.0), reflectanceFactorC), bsdfData.coatMask); } else {