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Shader name Standard (Roughness Setup) should be Autodesk Interactive in StandardsToHDLitMaterialUpgrader #7829

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Please read the Contributing guide before making a PR.

Checklist for PR maker

  • Have you added a backport label (if needed)? For example, the need-backport-* label. After you backport the PR, the label changes to backported-*.
  • Have you updated the changelog? Each package has a CHANGELOG.md file.
  • Have you updated or added the documentation for your PR? When you add a new feature, change a property name, or change the behavior of a feature, it's best practice to include related documentation changes in the same PR. If you do add documentation, make sure to add the relevant Graphics Docs team member as a reviewer of the PR. If you are not sure which person to add, see the Docs team contacts sheet.
  • Have you added a graphic test for your PR (if needed)? When you add a new feature, or discover a bug that tests don't cover, please add a graphic test.

Purpose of this PR

Why is this PR needed, what hard problem is it solving/fixing?

Grab some Autodesk Interactive materials. Click in the wizard window 'Convert selected built-in materials to HDRP'. Nothing happens.


Testing status

Describe what manual/automated tests were performed for this PR

After modifying this shader name, the materials get converted correctly.


Comments to reviewers

Notes for the reviewers you have assigned.

I don't know how am I supposed to add a backport label.

@@ -12,7 +12,7 @@ static List<MaterialUpgrader> GetHDUpgraders()
var upgraders = new List<MaterialUpgrader>();
upgraders.Add(new StandardsToHDLitMaterialUpgrader("Standard", "HDRP/Lit"));
upgraders.Add(new StandardsToHDLitMaterialUpgrader("Standard (Specular setup)", "HDRP/Lit"));
upgraders.Add(new StandardsToHDLitMaterialUpgrader("Standard (Roughness setup)", "HDRP/Lit"));
upgraders.Add(new StandardsToHDLitMaterialUpgrader("Autodesk Interactive", "HDRP/Lit"));
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Hey @RemyUnity could you confirm this? And also I think we need to update Standard (Specular setup)

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