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[2021.2][ShaderGraph] Add BuiltIn Target variant stripping #5204

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Jul 23, 2021
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1 change: 1 addition & 0 deletions com.unity.shadergraph/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -123,6 +123,7 @@ and this project adheres to [Semantic Versioning](http://semver.org/spec/v2.0.0.
- Fixed ShaderGraph exception when trying to set a texture to "main texture" [1350573].
- Fixed a ShaderGraph issue where Float properties in Integer mode would not be cast properly in graph previews [1330302](https://fogbugz.unity3d.com/f/cases/1330302/)
- Fixed a ShaderGraph issue where hovering over a context block but not its node stack would not bring up the incorrect add menu [1351733](https://fogbugz.unity3d.com/f/cases/1351733/)
- Fixed the BuiltIn Target to perform shader variant stripping [1345580] (https://issuetracker.unity3d.com/product/unity/issues/guid/1345580/)

## [11.0.0] - 2020-10-21

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Original file line number Diff line number Diff line change
Expand Up @@ -108,7 +108,7 @@ void SurfaceVertexToVaryings(v2f_surf surfVertex, inout Varyings result)
result.positionCS = surfVertex.pos;
$Varyings.positionWS: result.positionWS = surfVertex.worldPos;
$Varyings.normalWS: result.normalWS = surfVertex.worldNormal;
$Varyings.viewDirectionWS: result.viewDirectionWS = surfVertex.viewDir;
// viewDirectionWS is never filled out in the legacy pass' function. Always use the value computed by SRP
// World Tangent isn't an available input on v2f_surf
$Varyings.shadowCoord: result.shadowCoord = surfVertex._ShadowCoord;

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