Removed the dependency of RenderingLayerMask in UTSOutlinePass;
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@@ -6,7 +6,7 @@ using UnityEngine.Rendering.HighDefinition;
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[HideInInspector]
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public class UTSOutlinePass : DrawRenderersCustomPass
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{
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public UnityEngine.RenderingLayerMask renderingLayerMask;
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private ShaderTagId outlineTag = new("Outline");
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protected override void Execute(CustomPassContext ctx)
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{
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@@ -19,8 +19,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
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Shader.SetGlobalFloat("_Outline_MaxWidth", utsRenderer.outlineMaxWidth.value * 0.01f);
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var outlineTag = new ShaderTagId("Outline");
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var mask = RenderStateMask.Nothing;
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var stateBlock = new RenderStateBlock(mask)
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{
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@@ -36,7 +34,6 @@ public class UTSOutlinePass : DrawRenderersCustomPass
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renderQueueRange = GetRenderQueueRange(RenderQueueType.All),
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excludeObjectMotionVectors = false,
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stateBlock = stateBlock,
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renderingLayerMask = renderingLayerMask,
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};
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CoreUtils.DrawRendererList(ctx.renderContext, ctx.cmd, ctx.renderContext.CreateRendererList(result));
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