Updating the Camera_OpaqueTexture shader and readding the test
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7276811d67
Коммит
eee4dd5995
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@ -50,5 +50,15 @@
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},
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"testables": [
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"com.unity.testframework.graphics"
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]
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],
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"lock": {
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"com.unity.cli-config-manager": {
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"revision": "trunk",
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"hash": "5232037e20591534cb2dea90532fac55ec3ba939"
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},
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"com.unity.xr.tests.runtimesettings": {
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"revision": "trunk",
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"hash": "b75a643c44eaaec9d268199f3bceaf94f3d5bbe7"
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}
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}
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}
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@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 88dc9046bdc7d304689685112da1c145
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@ -25,6 +25,7 @@
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{
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float4 vertex : POSITION;
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float2 uv : TEXCOORD0;
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UNITY_VERTEX_INPUT_INSTANCE_ID
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};
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struct v2f
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@ -32,21 +33,26 @@
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float2 uv : TEXCOORD0;
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float4 vertex : SV_POSITION;
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float4 screenUV : TEXCOORD1;
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UNITY_VERTEX_OUTPUT_STEREO
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};
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TEXTURE2D(_CameraOpaqueTexture);
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SAMPLER(sampler_CameraOpaqueTexture_linear_clamp);
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v2f vert (appdata v)
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v2f vert(appdata v)
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{
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v2f o;
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UNITY_SETUP_INSTANCE_ID(v);
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UNITY_INITIALIZE_VERTEX_OUTPUT_STEREO(o);
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o.vertex = TransformObjectToHClip(v.vertex);
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o.uv = v.uv;
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o.screenUV = ComputeScreenPos(o.vertex);
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return o;
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}
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half4 frag (v2f i) : SV_Target
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half4 frag(v2f i) : SV_Target
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{
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// sample the texture
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half2 screenUV = i.screenUV.xy / i.screenUV.w;
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@ -86,6 +86,9 @@ EditorBuildSettings:
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- enabled: 1
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path: Assets/Tests/Scenes/044_Lighting_ReflectionProbe.unity
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guid: 0feef353efdf045989e9c2b501774338
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- enabled: 1
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path: Assets/Tests/Scenes/046_Camera_OpaqueTexture.unity
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guid: 2614aae0a36c9456b9e20ac481fbda4c
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- enabled: 1
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path: Assets/Tests/Scenes/047_Lighting_DirectionalCascades.unity
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guid: 4e49334e530744e0eaeaa5e3a7e874ca
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