Skip to content
Closed
Show file tree
Hide file tree
Changes from all commits
Commits
File filter

Filter by extension

Filter by extension

Conversations
Failed to load comments.
Loading
Jump to
Jump to file
Failed to load files.
Loading
Diff view
Diff view
1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -585,6 +585,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fix error when removing DecalProjector from component contextual menu (case 1243960)
- Fixed issue with post process when running in RGBA16 and an object with additive blending is in the scene.
- Fixed corrupted values on LayeredLit when using Vertex Color multiply mode to multiply and MSAA is activated.
- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph).

### Changed
- Improve MIP selection for decals on Transparents
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -32,8 +32,8 @@ void GetNormalWS(FragInputs input, float3 normalTS, out float3 normalWS, float3
normalTS.xy *= flipSign;
#endif // _DOUBLESIDED_ON

// We need to normalize as we use mikkt tangent space and this is expected (tangent space is not normalize)
normalWS = normalize(TransformTangentToWorld(normalTS, input.tangentToWorld));
// We need to normalize as we use mikkt tangent space and this is expected (tangent space is not normalized)
normalWS = SafeNormalize(TransformTangentToWorld(normalTS, input.tangentToWorld));

#endif // SURFACE_GRADIENT
}
Original file line number Diff line number Diff line change
Expand Up @@ -58,7 +58,7 @@ static string Unity_NormalBlend(

return @"
{
Out = normalize($precision3(A.rg + B.rg, A.b * B.b));
Out = SafeNormalize($precision3(A.rg + B.rg, A.b * B.b));
}
";
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -99,7 +99,7 @@ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode gener
s.AppendLine("$precision dHdx = ddx(In);");
s.AppendLine("$precision dHdy = ddy(In);");
s.AppendLine("$precision3 surfGrad = surface * (dHdx*crossY + dHdy*crossX);");
s.AppendLine("Out = normalize(TangentMatrix[2].xyz - (Strength * surfGrad));");
s.AppendLine("Out = SafeNormalize(TangentMatrix[2].xyz - (Strength * surfGrad));");

if(outputSpace == OutputSpace.Tangent)
s.AppendLine("Out = TransformWorldToTangent(Out, TangentMatrix);");
Expand Down