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Internal/2021.3/staging #8114
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Internal/2021.3/staging #8114
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Minor docs fixes from the following tickets: **This is an edited backport based on https://github.cds.internal.unity3d.com/unity/unity/pull/56146** - https://jira.unity3d.com/browse/DOCG-6217 - https://jira.unity3d.com/browse/DOCG-6218 - https://jira.unity3d.com/browse/DOCG-6228 - https://jira.unity3d.com/browse/DOCG-6253 - https://jira.unity3d.com/browse/DOCG-6232
Jira : [UUM-83862](https://jira.unity3d.com/browse/UUM-83862) The 'resolution' field of the Reflection Probe is an integer, but it is displayed as an enum value (256, 512, etc.). When comparing two resolution values, they should be treated as integers, but they were being treated as enum values.
Jira: https://jira.unity3d.com/browse/UUM-76254 Group position is adjusted as elements are added to it. However, if the group is empty, its position remains unchanged and is pasted at the original location. This has been fixed so that the group's position is adjusted when pasting, even if the group is empty. While fixing this issue, I discovered and resolved a problem where the position of a newly created group was not being set initially Before ![Before](https://media.github.cds.internal.unity3d.com/user/761/files/2a5877b8-75ae-4944-8290-f21ae3dfa098) After ![After](https://media.github.cds.internal.unity3d.com/user/761/files/0dbdf1f9-f095-4c5f-bfb9-c23f406c7576)
Backport the following 2022.3 PRs: - https://github.cds.internal.unity3d.com/unity/unity/pull/57154 - https://github.cds.internal.unity3d.com/unity/unity/pull/57157 - https://github.cds.internal.unity3d.com/unity/unity/pull/57393 - https://github.cds.internal.unity3d.com/unity/unity/pull/57471 - https://github.cds.internal.unity3d.com/unity/unity/pull/57567
…re node in Shade… UUM-90053: Prevent shader warnings when using the NormalFromTexture node in ShaderGraph
Jira: [UUM-72279](https://jira.unity3d.com/browse/UUM-72279) As reported in JIRA, the Scene view flickers due to `NaN` output from the hair shader. It is because in `GetHairAngleWorld`, `angles.sinThetaI` can exceed the range [-1, 1] depending on the input hair `normalWS`. (The `L` vector may not be a unit vector in some cases.) * `half3x3 localToWorld = GetLocalFrame(bsdfData.normalWS, bsdfData.hairStrandDirectionWS);` * `half3 L = mul(localL, localToWorld);` I was able to see that this `NaN` problem could happen if both `T` and `L` vectors are a unit vector due to precision. `angles.sinThetaI` can slightly exceed 1.0 so the `FastASin` result will be `NaN` in this case. ![image](https://media.github.cds.internal.unity3d.com/user/3842/files/f49cd338-9620-4d69-84e3-c9248bfb8a87) By explicitly clamping the angles, we can prevent `NaN` output from `FastASin` calculation.
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