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Max Palmer
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Updated changelog and shader comment
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Packages/Tracking/CHANGELOG.md

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@@ -28,6 +28,7 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
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- Text on the toggle button in the UI Input example scene now shows On or Off based on the toggled state
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- Clients were not able to subscribe to the events on the PinchDetector and GrabDetector scripts as the properties were exposed as readonly.
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- GrabDetector detection logic was inverted, so open hands were interpreted as grabs. Now fixed.
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- Fixed issue with scale of outline in GenericHandShader if hand model normals are not a normalized length
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### Known Issues
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- Pose detection scene does not illuminate all poses in green if built for mobile headsets when using URP (2022.3), spotlights don't work as intended on Unity 6.

Packages/Tracking/Hands/Runtime/Shaders/BiRP and URP/GenericHandShader.shader

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Shader "Ultraleap/GenericHandShader"
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Shader "Ultraleap/GenericHandShader"
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{
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Properties
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{
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#if _USEOUTLINE_ON
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float3 norm = mul((float3x3)UNITY_MATRIX_IT_MV, v.normal);
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// Some hand models may include non normalized (length) normals
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// Some hand models may include non normalized (length) normals, so we normalize the length of the normal first
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float3 normalizedVector = normalize(norm);
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float2 offset = TransformViewToProjection(normalizedVector.xy);
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o.pos.xy += offset * _Outline;

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