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[2021.2][URP][ShaderGraph] Enable automatic render queue control on SG-based material inspector #4610

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Jun 10, 2021
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Let the actual shader GUI for the subtarget decide how to display adv…
…anced options
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jessebarker committed Jun 4, 2021
commit 29709415ecd334541d17ebec07dddfe4da395eb2
1 change: 1 addition & 0 deletions com.unity.shadergraph/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -97,6 +97,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed an issue where SamplerState properties could not be renamed after creation [1336126]
- Fixed loading all materials from project when saving a ShaderGraph.
- Fixed a ShaderGraph issue where resize handles on blackboard and graph inspector were too small [1329247] (https://issuetracker.unity3d.com/issues/shadergraph-resize-bounds-for-blackboard-and-graph-inspector-are-too-small)
- Fixed a ShaderGraph issue where a material inspector could contain an extra set of render queue, GPU instancing, and double-sided GI controls.

## [11.0.0] - 2020-10-21

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Original file line number Diff line number Diff line change
Expand Up @@ -59,15 +59,6 @@ public static void DrawShaderGraphGUI(MaterialEditor materialEditor, IEnumerable
{
DrawCategory(materialEditor, properties, mcd);
}

EditorGUILayout.Space();
EditorGUILayout.Space();
if (SupportedRenderingFeatures.active.editableMaterialRenderQueue)
{
materialEditor.RenderQueueField();
}
materialEditor.EnableInstancingField();
materialEditor.DoubleSidedGIField();
}

private static void DrawCategory(MaterialEditor materialEditor, IEnumerable<MaterialProperty> properties, MinimalCategoryData minimalCategoryData)
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