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Draft SRP 13 changes required for new SRP based DOTS compatible picking #5732
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…xed for trunk / SRP 13.
… some modes like Depth have bugs.
Hi! This comment will help you figure out which jobs to run before merging your PR. The suggestions are dynamic based on what files you have changed. HDRP URP Shader Graph SRP Core Depending on the scope of your PR, you may need to run more jobs than what has been suggested. Please speak to your lead or a Graphics SDET (#devs-graphics-automation) if you are unsure. |
…s and unused code.
# Conflicts: # com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteCustomLitSubTarget.cs # com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteLitSubTarget.cs # com.unity.render-pipelines.universal/Editor/2D/ShaderGraph/Targets/UniversalSpriteUnlitSubTarget.cs
#define RENDER_EMISSION_RGB 9 | ||
#define RENDER_WORLD_NORMALS_PIXEL_RGB 10 | ||
#define RENDER_SMOOTHNESS_R 11 | ||
#define RENDER_OCCLUSION_R 12 |
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We should call this RENDER_AMBIENT_OCCLUSION as occlusion is undefined (in HDRP we have specular occlusion for example)
# Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Material/AxF/AxFProperties.hlsl # com.unity.render-pipelines.high-definition/Runtime/Material/Decal/DecalProperties.hlsl # com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitProperties.hlsl # com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl # com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs # com.unity.render-pipelines.universal/ShaderLibrary/UniversalDOTSInstancing.hlsl
# Conflicts: # com.unity.render-pipelines.core/ShaderLibrary/Packing.hlsl # com.unity.render-pipelines.universal/Editor/ShaderGraph/Targets/UniversalUnlitSubTarget.cs # com.unity.render-pipelines.universal/Runtime/Passes/DrawObjectsPass.cs # com.unity.render-pipelines.universal/Runtime/ScriptableRenderer.cs
…equestTestCamera script. Disable features of DataExtraction not used by SRP based picking.
…uplicate numbers.
replicate on privarte gitub |
TODO:
** Should URP also use ScenePickingPass to render object IDs, like HDRP? Would need to add ScenePickingPass everywhere, and the same is already necessary for DataExtraction (which is required to get world position and normals anyway, and is required by picking).
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