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[diedsoon] Transparent QoF (part 2): RemapAlpha, Node Scene Depth Difference, #6201
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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. HDRP Shader Graph 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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This PR have been built on top of the other PR, so it include 2 change. (for reviewvers)
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Double checked the remapping sliders on all compatible shaders ✔️
The new node works well but users may benefit from understanding how the node is made. Maybe it can be interesting to have it a subgraph since it's mostly subtracting SceneDepth and Pixeldepth ?
EDIT: Not possible since we can't do enum as input in subgraph.
Also there's no documentation so we should document it.
And adding a test using the node in the shadergraph project would be great ! :)
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…n, WindowsPlayer_dx11}
Can you separate SG specific changes into a separate PR? It doesn't seem like the alpha remapping for HDRP and SceneDepthDifference need to be coupled. |
checkout the PR here: |
Can this be closed? |
Remap Transparent Channel of the BaseColor/Color texture for {Lit, Unlit, LayeredLit, LitTesselation, LayeredLitTesselation}

Lit:
Unlit:

LayeredLit:

LitTesselation:

LayeredLitTesselation:

Add Scene Depth Difference for 3 format: {Linear01, Raw, Eye}:

Approved by UX - Maddelena
UX review notes: changes the order of parameters
https://jira.unity3d.com/browse/HDRP-1600
https://jira.unity3d.com/browse/HDRP-1602
https://jira.unity3d.com/browse/HDRP-1603