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License issue with DrawFullScreenPass.cs #198

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@shaynie

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  1. shaynie commented on Nov 9, 2023

    @shaynie
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  2. Cameron-Micka commented on Nov 30, 2023

    @Cameron-Micka
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    Oh great catch Scott Haynie (@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?

  3. AMollis commented on Feb 14, 2024

    @AMollis
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    Cameron (@Cameron-Micka) do you have an ETA on addressing this?

  4. Cameron-Micka commented on Feb 15, 2024

    @Cameron-Micka
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    Once this question is answered I'm happy to fix asap:

    Oh great catch Scott Haynie (@shaynie)! Do you have an example of how the header should reference the sublicense.

  5. ghazen-ml commented on Feb 28, 2024

    @ghazen-ml

    Hi Cameron (@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?

  6. Cameron-Micka commented on Feb 29, 2024

    @Cameron-Micka
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    Good question Griff Hazen (@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. Adam Mollis (@AMollis) do you have any thoughts?

  7. AMollis commented on Feb 29, 2024

    @AMollis
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  8. ghazen-ml commented on Jun 15, 2024

    @ghazen-ml

    Hi Cameron (@Cameron-Micka), a few of ideas that came up in the MRTK maintainers group and I have one too:

    1. The DrawFullscreenPass.cs file could be moved into a separate repository or branch so that the the encumbered file could be optional/experimental and left out for mainline usage in MRTK.
    2. A more modern example could be found to base off of, without the encumbered licensed file, or a clean implementation using the unity docs, e.g. https://docs.unity3d.com/Packages/com.unity.render-pipelines.universal@14.0/manual/post-processing/post-processing-custom-effect-low-code.html
    3. The file could be removed from the repo
    4. We could prod unity team about License only allows personal and non-commercial use Unity-Technologies/UniversalRenderingExamples#50 again (I've started movement on this from my side)
  9. Cameron-Micka commented on Jun 17, 2024

    @Cameron-Micka
    Member

    Thanks for the ideas Griff Hazen (@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.

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