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1 change: 1 addition & 0 deletions com.unity.render-pipelines.universal/CHANGELOG.md
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Expand Up @@ -20,6 +20,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
### Fixed
- Fixed the LensFlare flicker with TAA on SceneView (case 1356734).
- Fixed an issue where Unlit and ParticlesUnlit shaders did not have HDR color selection for albedo [case 1283767](https://issuetracker.unity3d.com/issues/built-in-unlit-particle-shader-has-hdr-color-selection-for-albedo-urp-unlit-particles-do-not)
- Fixed a regression where ShaderGraph screen position was not correct in game view and when using XR [1369450]
- Fixed overwriting of preview camera background color. [case 1357004](https://issuetracker.unity3d.com/product/unity/issues/guid/1361557/)
- Fixed ShadowCaster now requires varying normalWS to include changed normals from vertex shader in shader graph.
- Fixed decals to work with native render pass [case 1353141](https://issuetracker.unity3d.com/issues/urp-decals-are-not-visible-in-game-view-after-modifying-urp-asset-properties)
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Expand Up @@ -55,7 +55,16 @@ SurfaceDescriptionInputs BuildSurfaceDescriptionInputs(Varyings input)
$SurfaceDescriptionInputs.AbsoluteWorldSpacePositionPredisplacement:output.AbsoluteWorldSpacePositionPredisplacement = GetAbsolutePositionWS(input.positionWS);
$SurfaceDescriptionInputs.ScreenPosition: output.ScreenPosition = ComputeScreenPos(TransformWorldToHClip(input.positionWS), _ProjectionParams.x);
$SurfaceDescriptionInputs.PixelPosition: output.PixelPosition = input.positionCS.xy;
$SurfaceDescriptionInputs.NDCPosition: #if defined(USING_STEREO_MATRICES)
$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition = output.ScreenPosition.xy / output.ScreenPosition.w;
$SurfaceDescriptionInputs.NDCPosition: #else
$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition = output.PixelPosition.xy / _ScreenParams.xy;
$SurfaceDescriptionInputs.NDCPosition: #if UNITY_UV_STARTS_AT_TOP
$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition.y = (0.5f - output.NDCPosition.y) * _ProjectionParams.x + 0.5f;
$SurfaceDescriptionInputs.NDCPosition: #else
$SurfaceDescriptionInputs.NDCPosition: output.NDCPosition.y = (output.NDCPosition.y - 0.5f) * _ProjectionParams.x + 0.5f;
$SurfaceDescriptionInputs.NDCPosition: #endif
$SurfaceDescriptionInputs.NDCPosition: #endif
$SurfaceDescriptionInputs.uv0: output.uv0 = input.texCoord0;
$SurfaceDescriptionInputs.uv1: output.uv1 = input.texCoord1;
$SurfaceDescriptionInputs.uv2: output.uv2 = input.texCoord2;
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Expand Up @@ -101,8 +101,8 @@ internal static class FieldDependencies
new FieldDependency(StructFields.SurfaceDescriptionInputs.TangentSpaceViewDirection, StructFields.SurfaceDescriptionInputs.WorldSpaceNormal),

new FieldDependency(StructFields.SurfaceDescriptionInputs.ScreenPosition, StructFields.SurfaceDescriptionInputs.WorldSpacePosition),
// new FieldDependency(StructFields.SurfaceDescriptionInputs.PixelPosition, StructFields.Varyings.vpos),
new FieldDependency(StructFields.SurfaceDescriptionInputs.NDCPosition, StructFields.SurfaceDescriptionInputs.PixelPosition),
new FieldDependency(StructFields.SurfaceDescriptionInputs.NDCPosition, StructFields.SurfaceDescriptionInputs.PixelPosition), // for non-XR
new FieldDependency(StructFields.SurfaceDescriptionInputs.NDCPosition, StructFields.SurfaceDescriptionInputs.ScreenPosition), // for XR

new FieldDependency(StructFields.SurfaceDescriptionInputs.uv0, StructFields.Varyings.texCoord0),
new FieldDependency(StructFields.SurfaceDescriptionInputs.uv1, StructFields.Varyings.texCoord1),
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