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Remap alpha channel of baseColorMap #6479
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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 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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These docs changes are consistent with the existing docs, so no changes needed!
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Lets remerge, rerun yamato. Looks good from my side
# Conflicts: # com.unity.render-pipelines.high-definition/Documentation~/Lit-Tessellation-Shader.md
com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitData.hlsl
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This don't work correctly with alpha test. See comment in unlit.hlsl
Also you haven't udpate the LitData.hlsl
here: float alphaValue = SAMPLE_UVMAPPING_TEXTURE2D(_BaseColorMap, sampler_BaseColorMap, layerTexCoord.base).a * _BaseColor.a;
For QA: think to check the slider with alpha test |
Should we consider adding a graphic test for this ? |
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The changes are ok for me, I roughly tested it on my side but @remi-chapelain already covered all materials in the original PR.
Now it just needs coverage graphic tests (or maybe can be merged already if we don't forget to do it later on @sebastienlagarde )
…HDRP/remap_alpha_channel # Conflicts: # com.unity.render-pipelines.high-definition/Runtime/Material/Unlit/UnlitProperties.hlsl
Ref:
#6201
(already reviewed)
Remap Transparent Channel of the BaseColor/Color texture for {Lit, Unlit, LayeredLit, LitTesselation, LayeredLitTesselation}

Lit:
Unlit:

LayeredLit:

LitTesselation:

LayeredLitTesselation:
