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Fixed ray-tracing variant of the checkerboard shader graph node #6301
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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. 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. |
It appears that you made a non-draft PR! |
Good catch, but i wonder why it was working because the test were not failing |
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Looks good to me. Works the same on the user side ✔️
For SG team: the behavior of the node don't change for regular rasterization, only for raytracing, merging. |
Implemented a more readable and robust variant for ray tracing.
The previous, slightly ambiguous code was failing with recent NVidia drivers (was always returning the same color).