void MainLight_half(float3 WorldPos, out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) { #ifdef SHADERGRAPH_PREVIEW Direction = half3(0.5, 0.5, 0); Color = 1; DistanceAtten = 1; ShadowAtten = 1; #else half4 shadowCoord = TransformWorldToShadowCoord(WorldPos); Light mainLight = GetMainLight(shadowCoord); Direction = mainLight.direction; Color = mainLight.color; DistanceAtten = mainLight.distanceAttenuation; ShadowAtten = mainLight.shadowAttenuation; #endif } void MainLight_half(out half3 Direction, out half3 Color, out half DistanceAtten, out half ShadowAtten) { #ifdef SHADERGRAPH_PREVIEW Direction = half3(0.5, 0.5, 0); Color = 1; DistanceAtten = 1; ShadowAtten = 1; #else Light mainLight = GetMainLight(); Direction = mainLight.direction; Color = mainLight.color; DistanceAtten = mainLight.distanceAttenuation; ShadowAtten = mainLight.shadowAttenuation; #endif } void SampleSH_half(half3 normalWS, out half3 Ambient) { // LPPV is not supported in Ligthweight Pipeline real4 SHCoefficients[7]; SHCoefficients[0] = unity_SHAr; SHCoefficients[1] = unity_SHAg; SHCoefficients[2] = unity_SHAb; SHCoefficients[3] = unity_SHBr; SHCoefficients[4] = unity_SHBg; SHCoefficients[5] = unity_SHBb; SHCoefficients[6] = unity_SHC; Ambient = max(half3(0, 0, 0), SampleSH9(SHCoefficients, normalWS)); } void SampleSH_float(float3 normalWS, out float3 Ambient) { // LPPV is not supported in Ligthweight Pipeline real4 SHCoefficients[7]; SHCoefficients[0] = unity_SHAr; SHCoefficients[1] = unity_SHAg; SHCoefficients[2] = unity_SHAb; SHCoefficients[3] = unity_SHBr; SHCoefficients[4] = unity_SHBg; SHCoefficients[5] = unity_SHBb; SHCoefficients[6] = unity_SHC; Ambient = max(float3(0, 0, 0), SampleSH9(SHCoefficients, normalWS)); }