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Fixed ray-tracing variant of the checkerboard shader graph node #6301

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merged 4 commits into from Nov 25, 2021

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eturquin
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@eturquin eturquin commented Nov 16, 2021

Implemented a more readable and robust variant for ray tracing.
The previous, slightly ambiguous code was failing with recent NVidia drivers (was always returning the same color).

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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.
Link to Yamato: https://unity-ci.cds.internal.unity3d.com/project/902/
Search for your PR branch using the search bar at the top, then add the following segment(s) to the end of the URL (you may need multiple tabs depending on how many packages you change)

Shader Graph
/jobDefinition/.yamato%252Fall-shadergraph.yml%2523PR_ShaderGraph_trunk
Depending on your PR, you may also want
/jobDefinition/.yamato%252Fall-shadergraph_builtin_foundation.yml%2523PR_ShaderGraph_BuiltIn_Foundation_trunk
/jobDefinition/.yamato%252Fall-shadergraph_builtin_lighting.yml%2523PR_ShaderGraph_BuiltIn_Lighting_trunk

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.

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It appears that you made a non-draft PR!
Please convert your PR to draft (button on the right side of the page).
See the PR template for more information.
Thank you!

@anisunity
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Good catch, but i wonder why it was working because the test were not failing

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@remi-chapelain remi-chapelain left a comment

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Looks good to me. Works the same on the user side ✔️

@sebastienlagarde
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For SG team: the behavior of the node don't change for regular rasterization, only for raytracing, merging.

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