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com.unity.render-pipelines.core@11.0.0 in Unity 2021.1.0b4
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## [11.0.0] - 2020-10-21

Version Updated
The version number for this package has increased due to a version update of a related graphics package.
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Unity Technologies committed Jan 20, 2021
1 parent 8c0afca commit 1e5bfd6
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Showing 4 changed files with 6 additions and 10 deletions.
2 changes: 1 addition & 1 deletion Editor/MaterialUpgrader.cs
Original file line number Diff line number Diff line change
Expand Up @@ -331,7 +331,7 @@ public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, string
/// <param name="flags">Material Upgrader flags.</param>
public static void UpgradeProjectFolder(List<MaterialUpgrader> upgraders, HashSet<string> shaderNamesToIgnore, string progressBarName, UpgradeFlags flags = UpgradeFlags.None)
{
if ((!Application.isBatchMode) && (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel)))
if (!EditorUtility.DisplayDialog(DialogText.title, "The upgrade will overwrite materials in your project. " + DialogText.projectBackMessage, DialogText.proceed, DialogText.cancel))
return;

int totalMaterialCount = 0;
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8 changes: 4 additions & 4 deletions ShaderLibrary/Texture.hlsl
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Expand Up @@ -45,15 +45,15 @@ struct UnityTexture2D
float4 Sample(UnitySamplerState s, float2 uv) { return SAMPLE_TEXTURE2D(tex, s.samplerstate, uv); }
float4 SampleLevel(UnitySamplerState s, float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s.samplerstate, uv, lod); }
float4 SampleBias(UnitySamplerState s, float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s.samplerstate, uv, bias); }
float4 SampleGrad(UnitySamplerState s, float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s.samplerstate, uv, dpdx, dpdy); }
float4 SampleGrad(UnitySamplerState s, float2 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s.samplerstate, uv, dpdx, dpdy); }

#ifndef SHADER_API_GLES
float CalculateLevelOfDetail(UnitySamplerState s, float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s.samplerstate, uv); }

float4 Sample(SAMPLER(s), float2 uv) { return SAMPLE_TEXTURE2D(tex, s, uv); }
float4 SampleLevel(SAMPLER(s), float2 uv, float lod) { return SAMPLE_TEXTURE2D_LOD(tex, s, uv, lod); }
float4 SampleBias(SAMPLER(s), float2 uv, float bias) { return SAMPLE_TEXTURE2D_BIAS(tex, s, uv, bias); }
float4 SampleGrad(SAMPLER(s), float2 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s, uv, dpdx, dpdy); }
float4 SampleGrad(SAMPLER(s), float2 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_GRAD(tex, s, uv, dpdx, dpdy); }
float4 SampleCmpLevelZero(SAMPLER_CMP(s), float2 uv, float cmp) { return SAMPLE_TEXTURE2D_SHADOW(tex, s, float3(uv, cmp)); }
float4 Load(int3 pixel) { return LOAD_TEXTURE2D_LOD(tex, pixel.xy, pixel.z); }
float CalculateLevelOfDetail(SAMPLER(s), float2 uv) { return CALCULATE_TEXTURE2D_LOD(tex, s, uv); }
Expand Down Expand Up @@ -103,12 +103,12 @@ struct UnityTexture2DArray
float4 Sample(UnitySamplerState s, float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s.samplerstate, uv.xy, uv.z); }
float4 SampleLevel(UnitySamplerState s, float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s.samplerstate, uv.xy, uv.z, lod); }
float4 SampleBias(UnitySamplerState s, float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s.samplerstate, uv.xy, uv.z, bias); }
float4 SampleGrad(UnitySamplerState s, float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s.samplerstate, uv.xy, uv.z, dpdx, dpdy); }
float4 SampleGrad(UnitySamplerState s, float3 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s.samplerstate, uv.xy, uv.z, dpdx, dpdy); }

float4 Sample(SAMPLER(s), float3 uv) { return SAMPLE_TEXTURE2D_ARRAY(tex, s, uv.xy, uv.z); }
float4 SampleLevel(SAMPLER(s), float3 uv, float lod) { return SAMPLE_TEXTURE2D_ARRAY_LOD(tex, s, uv.xy, uv.z, lod); }
float4 SampleBias(SAMPLER(s), float3 uv, float bias) { return SAMPLE_TEXTURE2D_ARRAY_BIAS(tex, s, uv.xy, uv.z, bias); }
float4 SampleGrad(SAMPLER(s), float3 uv, float2 dpdx, float2 dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s, uv.xy, uv.z, dpdx, dpdy); }
float4 SampleGrad(SAMPLER(s), float3 uv, float dpdx, float dpdy) { return SAMPLE_TEXTURE2D_ARRAY_GRAD(tex, s, uv.xy, uv.z, dpdx, dpdy); }
float4 SampleCmpLevelZero(SAMPLER_CMP(s), float3 uv, float cmp) { return SAMPLE_TEXTURE2D_ARRAY_SHADOW(tex, s, float3(uv.xy, cmp), uv.z); }
float4 Load(int4 pixel) { return LOAD_TEXTURE2D_ARRAY(tex, pixel.xy, pixel.z); }
#endif
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3 changes: 0 additions & 3 deletions ShaderLibrary/Version.hlsl
Original file line number Diff line number Diff line change
@@ -1,6 +1,3 @@
// The old version number system below is deprecated whith Graphic Packages that have move as core package of Unity.
// User should rely on the Macro UNITY_VERSION now to detect which version of Unity is coupled to the current set of pipeline shader
// Example of usage #if UNITY_VERSION >= 202120 to check if the version is above or equal 2021.2
#define SHADER_LIBRARY_VERSION_MAJOR 11
#define SHADER_LIBRARY_VERSION_MINOR 0

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3 changes: 1 addition & 2 deletions package.json
Original file line number Diff line number Diff line change
Expand Up @@ -6,7 +6,6 @@
"unityRelease": "0a8",
"displayName": "Core RP Library",
"dependencies": {
"com.unity.ugui": "1.0.0",
"com.unity.modules.physics": "1.0.0"
"com.unity.ugui": "1.0.0"
}
}

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