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Default Material is not used in Non-Unity based Custom SRP. #344

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VeryThiefLike opened this issue Apr 8, 2022 · 1 comment · Fixed by #348
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Default Material is not used in Non-Unity based Custom SRP. #344

VeryThiefLike opened this issue Apr 8, 2022 · 1 comment · Fixed by #348
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@VeryThiefLike
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I ran into a problem upgrading to the package-based version, while using my own Custom Rendering Pipeline.

The default materials from the package don't update to the custom rendering pipeline's default material and shader, causing them to be pink.

FIX: I modified the MaterialUtility::GetRenderPipelineType to return the render pipeline's name instead of an empty string to trigger updating the default materials.

@nukeandbeans nukeandbeans self-assigned this Apr 9, 2022
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This is a bug. That part of the code should have actually been removed, but I missed that when refactoring. There is no longer a need for checking sub-directories for materials, as the default ones are updated to the correct shader, based on the pipeline default shader. I'll get to this as soon as I can. Thanks for the heads up!

nukeandbeans pushed a commit to nukeandbeans/realtime-CSG-for-unity that referenced this issue Apr 14, 2022
@nukeandbeans nukeandbeans mentioned this issue Apr 14, 2022
nukeandbeans pushed a commit that referenced this issue Apr 14, 2022
* fix #344
* update version
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