From a2998ab29713c17111b5a55d97be1d3ba78ab51e Mon Sep 17 00:00:00 2001 From: Emmanuel Turquin Date: Wed, 25 Aug 2021 12:47:56 +0200 Subject: [PATCH] Removed temp fix for vertex color in ray tracing. --- .../Raytracing/Shaders/RaytracingIntersection.hlsl | 5 ----- 1 file changed, 5 deletions(-) diff --git a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl index efeb11e68f2..16584f22b96 100644 --- a/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl +++ b/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl @@ -105,11 +105,6 @@ void FetchIntersectionVertex(uint vertexIndex, out IntersectionVertex outVertex) #ifdef ATTRIBUTES_NEED_COLOR outVertex.color = UnityRayTracingFetchVertexAttribute4(vertexIndex, kVertexAttributeColor); - // We want to default to white in case there is no specified color, to match the raster behaviour - // FIXME: This could be addressed in UnityRayTracingFetchVertexAttribute4(), but until then we use this workaround - if (!any(outVertex.color)) - outVertex.color = 1.0; - #else outVertex.color = 0.0; #endif