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License issue with DrawFullScreenPass.cs #198
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Here is the license from the root of that repo: https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/License.pdf |
Oh great catch @shaynie! Do you have an example of how the header should reference the sublicense. Also, the latest version of DrawFullScreenPass has deviated quite a bit from the original to support Unity 2022. So, I wonder if that should be called out? |
@Cameron-Micka do you have an ETA on addressing this? |
Once this question is answered I'm happy to fix asap:
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Hi @Cameron-Micka, do you think there is an alternative DrawFuillscreenPass file that could form a basis for this file that doesn't have the potential license issue of https://github.com/Unity-Technologies/UniversalRenderingExamples/blob/master/Assets/License.pdf (non-commercial only). Or could we clean-room implement it? |
Good question @ghazen-ml, if you look at the current state of the file it has diverged quite a bit from its roots to support XR and Unity 2022+: https://github.com/microsoft/MixedReality-GraphicsTools-Unity/blob/main/com.microsoft.mrtk.graphicstools.unity/Runtime/Utilities/DrawFullscreenPass.cs In fact, the 2022+ version of the class is a rewrite since Unity changed much of the interface for doing blits. But I'm not sure when we can make the call as something is "clean room" or not. @AMollis do you have any thoughts? |
Hi @Cameron-Micka, a few of ideas that came up in the MRTK maintainers group and I have one too:
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Thanks for the ideas @ghazen-ml! Thanks for starting the fourth bullet point - if we hear back from Unity that would obviously be the easiest solution. Else, I'm open do doing a clean room implementation since it's not that much to rewrite. |
The DrawFullScreenPass.cs file
https://github.com/microsoft/MixedReality-GraphicsTools-Unity/blob/v0.5.14/com.microsoft.mrtk.graphicstools.unity/Runtime/Utilities/DrawFullscreenPass.cs
contains this comment:
/// Forked from: https://github.com/Unity-Technologies/UniversalRenderingExamples/tree/master/Assets/Scripts/Runtime/RenderPasses
But doesn't copy the license from the repo. The header should show that it is sublicensed from there.
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