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Fixed the stencil ref default value for lit/littesselation shaders. Wrong value was causing new materials to be black until changed.
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2 files changed

Lines changed: 2 additions & 2 deletions

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Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/Lit.shader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -71,7 +71,7 @@ Shader "HDRenderPipeline/Lit"
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_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0
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// Stencil state
74-
[HideInInspector] _StencilRef("_StencilRef", Int) = 1
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard
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// Blending state
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0

Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/LitTessellation.shader

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -71,7 +71,7 @@ Shader "HDRenderPipeline/LitTessellation"
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_HorizonFade("Horizon fade", Range(0.0, 5.0)) = 1.0
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// Stencil state
74-
[HideInInspector] _StencilRef("_StencilRef", Int) = 1
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[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilBits.Standard
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// Blending state
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[HideInInspector] _SurfaceType("__surfacetype", Float) = 0.0

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