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svc-reach-platform-supportEvergreen
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[Port] [2022.3] [VFX/SG] Fix Parallax Occlusion Node
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Packages/com.unity.shadergraph/Editor/Data/Nodes/UV/ParallaxOcclusionMappingNode.cs

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@@ -10,7 +10,7 @@ namespace UnityEditor.ShaderGraph
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[Title("UV", "Parallax Occlusion Mapping")]
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[FormerName("UnityEditor.Experimental.Rendering.HDPipeline.ParallaxOcclusionMappingNode")]
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[FormerName("UnityEditor.Rendering.HighDefinition.ParallaxOcclusionMappingNode")]
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class ParallaxOcclusionMappingNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireViewDirection, IMayRequireMeshUV
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class ParallaxOcclusionMappingNode : AbstractMaterialNode, IGeneratesBodyCode, IGeneratesFunction, IMayRequireViewDirection, IMayRequireMeshUV, IMayRequireTransform
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{
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public ParallaxOcclusionMappingNode()
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{
@@ -220,6 +220,8 @@ public void GenerateNodeCode(ShaderStringBuilder sb, GenerationMode generationMo
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");
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}
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public NeededTransform[] RequiresTransform(ShaderStageCapability stageCapability = ShaderStageCapability.All) => new[] { NeededTransform.WorldToObject };
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public NeededCoordinateSpace RequiresViewDirection(ShaderStageCapability stageCapability = ShaderStageCapability.All)
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{
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return NeededCoordinateSpace.Tangent;

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