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alexey-unityEvergreen
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[6.3/hlslcc] fix writes to RWTexture with narrow type
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-18
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Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl

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@@ -77,13 +77,7 @@ struct APVResources
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struct APVResourcesRW
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{
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#ifdef SHADER_API_METAL
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// We need to use float4 on Metal, since HLSLcc will generate invalid MSL otherwise.
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// See https://jira.unity3d.com/browse/UUM-127198
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RWTexture3D<float4> L0_L1Rx;
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#else
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RWTexture3D<half4> L0_L1Rx;
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#endif
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RWTexture3D<unorm float4> L1G_L1Ry;
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RWTexture3D<unorm float4> L1B_L1Rz;
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RWTexture3D<unorm float4> L2_0;

Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeBlendStates.compute

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@@ -15,13 +15,7 @@ Texture3D<float4> _State1_L0_L1Rx;
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Texture3D<float4> _State1_L1G_L1Ry;
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Texture3D<float4> _State1_L1B_L1Rz;
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#ifdef SHADER_API_METAL
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// We need to use float4 on Metal, since HLSLcc will generate invalid MSL otherwise.
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// See https://jira.unity3d.com/browse/UUM-127198
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RWTexture3D<float4> _Out_L0_L1Rx;
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#else
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RWTexture3D<half4> _Out_L0_L1Rx;
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#endif
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RWTexture3D<unorm float4> _Out_L1G_L1Ry;
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RWTexture3D<unorm float4> _Out_L1B_L1Rz;
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Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolumeUploadData.compute

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@@ -9,13 +9,7 @@
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#pragma multi_compile_local _ PROBE_VOLUMES_SKY_SHADING_DIRECTION
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#pragma multi_compile_local _ PROBE_VOLUMES_PROBE_OCCLUSION
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#ifdef SHADER_API_METAL
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// We need to use float4 on Metal, since HLSLcc will generate invalid MSL otherwise.
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// See https://jira.unity3d.com/browse/UUM-127198
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RWTexture3D<float4> _Out_L0_L1Rx;
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#else
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RWTexture3D<half4> _Out_L0_L1Rx;
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#endif
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RWTexture3D<unorm float4> _Out_L1G_L1Ry;
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RWTexture3D<unorm float4> _Out_L1B_L1Rz;
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