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3 changes: 3 additions & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -9,6 +9,9 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
Version Updated
The version number for this package has increased due to a version update of a related graphics package.

### Fixed
- Fixed a cause of NaN when a normal of 0-length is generated (usually via shadergraph).

## [8.1.0] - 2020-04-21

### Added
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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
}
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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));
}
";
}
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Expand Up @@ -91,7 +91,7 @@ public void GenerateNodeFunction(FunctionRegistry registry, GenerationMode gener
s.AppendLine("$precision3 inToNormal = ((((In + ddx(In)) - In) * crossY) + (((In + ddy(In)) - In) * crossX)) * sign(d);");
s.AppendLine("inToNormal.y *= -1.0;");
s.AppendNewLine();
s.AppendLine("Out = normalize((d * TangentMatrix[2].xyz) - inToNormal);");
s.AppendLine("Out = SafeNormalize((d * TangentMatrix[2].xyz) - inToNormal);");

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