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1 change: 1 addition & 0 deletions com.unity.render-pipelines.high-definition/CHANGELOG.md
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Expand Up @@ -54,6 +54,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed memory leak with XR combined occlusion meshes (case 1366173).
- Fixed diffusion profile being reset to default on SpeedTree8 materials with subsurface scattering enabled during import.
- Fixed the volume not being assigned on some scene templates.
- Fixed corruption in player with lightmap uv when Optimize Mesh Data is enabled [1357902]

### Changed
- Visual Environment ambient mode is now Dynamic by default.
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Expand Up @@ -1136,8 +1136,8 @@ static class CoreKeywordDescriptors
referenceName = "LIGHTMAP_ON",
type = KeywordType.Boolean,
definition = KeywordDefinition.MultiCompile,
scope = KeywordScope.Global,
stages = KeywordShaderStage.FragmentAndRaytracing
scope = KeywordScope.Global
// Caution: 'Optimize Mesh Data' strip away attributes uv1/uv2 without the keyword set on the vertex stage. - so don't define stage frequency here.
};

public static KeywordDescriptor DirectionalLightmapCombined = new KeywordDescriptor()
Expand All @@ -1147,7 +1147,7 @@ static class CoreKeywordDescriptors
type = KeywordType.Boolean,
definition = KeywordDefinition.MultiCompile,
scope = KeywordScope.Global,
stages = KeywordShaderStage.FragmentAndRaytracing
// Don't define shader stage frequency
};

public static KeywordDescriptor DynamicLightmap = new KeywordDescriptor()
Expand All @@ -1157,7 +1157,7 @@ static class CoreKeywordDescriptors
type = KeywordType.Boolean,
definition = KeywordDefinition.MultiCompile,
scope = KeywordScope.Global,
stages = KeywordShaderStage.FragmentAndRaytracing
// Don't define shader stage frequency
};

public static KeywordDescriptor ShadowsShadowmask = new KeywordDescriptor()
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Expand Up @@ -13,7 +13,7 @@ Pass
${VFXHDRPForwardDefines}
#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH SHADOW_VERY_HIGH
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile _ DEBUG_DISPLAY
//#pragma enable_d3d11_debug_symbols

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Expand Up @@ -9,7 +9,7 @@ Pass

#pragma multi_compile _ LIGHT_LAYERS
#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2

#define UNITY_MATERIAL_LIT

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Expand Up @@ -13,7 +13,7 @@ Shader "Hidden/HDRP/ProbeVolumeDebug"
#pragma editor_sync_compilation
#pragma target 4.5
#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
#pragma multi_compile_fragment PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2

#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Common.hlsl"
#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/EntityLighting.hlsl"
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Expand Up @@ -491,7 +491,7 @@ Shader "HDRP/AxF"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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Expand Up @@ -684,7 +684,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
Expand Down Expand Up @@ -919,7 +919,7 @@ Shader "HDRP/LayeredLit"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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Expand Up @@ -711,7 +711,7 @@ Shader "HDRP/LayeredLitTessellation"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
Expand Down Expand Up @@ -960,7 +960,7 @@ Shader "HDRP/LayeredLitTessellation"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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Expand Up @@ -478,7 +478,8 @@ Shader "HDRP/Lit"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
// 'Optimize Mesh Data' strip away attribute uv1/uv2 without the keyword set on the vertex stage.
#pragma multi_compile _ LIGHTMAP_ON
// Both DIRLIGHTMAP_COMBINED and DYNAMICLIGHTMAP_ON must have vertex frequency to be able to include UV2 in player
// If DIRLIGHTMAP_COMBINED isn't define, then DYNAMICLIGHTMAP_ON will not. This is hardcoded in C++
// For ShaderGraph we don't have this issue as UV2 are always included.
Expand Down Expand Up @@ -764,7 +765,7 @@ Shader "HDRP/Lit"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
Expand Down Expand Up @@ -845,7 +846,7 @@ Shader "HDRP/Lit"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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Expand Up @@ -498,7 +498,7 @@ Shader "HDRP/LitTessellation"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
Expand Down Expand Up @@ -796,7 +796,7 @@ Shader "HDRP/LitTessellation"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
Expand Down Expand Up @@ -879,7 +879,7 @@ Shader "HDRP/LitTessellation"
#pragma multi_compile _ LOD_FADE_CROSSFADE

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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Expand Up @@ -130,7 +130,7 @@ Shader "HDRP/TerrainLit"
HLSLPROGRAM

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
Expand Down Expand Up @@ -253,7 +253,7 @@ Shader "HDRP/TerrainLit"
HLSLPROGRAM

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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Expand Up @@ -85,7 +85,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap"
HLSLPROGRAM

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
Expand Down Expand Up @@ -199,7 +199,7 @@ Shader "Hidden/HDRP/TerrainLit_Basemap"
HLSLPROGRAM

#pragma multi_compile _ DEBUG_DISPLAY
#pragma multi_compile_fragment _ LIGHTMAP_ON
#pragma multi_compile _ LIGHTMAP_ON
#pragma multi_compile _ DIRLIGHTMAP_COMBINED
#pragma multi_compile _ DYNAMICLIGHTMAP_ON
#pragma multi_compile_fragment _ SHADOWS_SHADOWMASK
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Expand Up @@ -14,6 +14,7 @@ internal enum KeywordShaderStage

// Common aggregates
FragmentAndRaytracing = (Fragment | RayTracing),
VertexFragmentAndRaytracing = (Vertex | Fragment | RayTracing),
All = (Vertex | Fragment | Geometry | Hull | Domain | RayTracing)
}
}