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[ShaderGraph] FresnelEquation & Refract Nodes back to ShaderGraph package #6924
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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. |
…SG/fresnel_nodes # Conflicts: # com.unity.render-pipelines.high-definition/CHANGELOG.md
@@ -27,13 +25,13 @@ class HDFresnelEquationNode : AbstractMaterialNode | |||
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const string kDotVectorsInputSlotName = "Dot Vector"; | |||
const string kF0InputSlotName = "F0"; |
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Please rename the F0 input port to Reflectance.
@@ -38,7 +36,7 @@ class HDRefractNode : AbstractMaterialNode | |||
const int kIntensityOutputSlotId = 5; |
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Please rename IORSource input port to From Refractive Index and IORMedium input port to To Refractive Index so that we stay consistent with the changes made to the Fresnel Equation input ports.
@@ -27,13 +25,13 @@ class HDFresnelEquationNode : AbstractMaterialNode | |||
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const string kDotVectorsInputSlotName = "Dot Vector"; |
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Please replace the Dot Vector input port with an Incident and Normal port (consistent with the Refract node) and do the dot product operation internally. Please make the default of the Normal port use the world space normal, and make the Incident input port use the World Space view direction as default. - the same as the current Fresnel Effect node.
@@ -38,7 +36,7 @@ class HDRefractNode : AbstractMaterialNode | |||
const int kIntensityOutputSlotId = 5; |
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Please make the Normal input port default to using the World Space vertex Normal, like the Fresnel Effect node currently does. And make the Incident input port default to using the world space view direction.
Bring back FresnelEquation and Refract Nodes to ShaderGraph.