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revert back to using unity_WorldToLight since Unity complains about using _LightMatrix0 directly. realistically should probably stop using builtins.

/classicDeferredMobile
Filip Iliescu 8 年前
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1c9fc950
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl

2
Assets/ScriptableRenderPipeline/MobileRenderPipeline/ClassicDeferred/LightingTemplate.hlsl


atten *= GetPunctualShadowAttenuation(shadowContext, wpos, 0.0.xxx, _LightIndexForShadowMatrixArray, lightDir);
#if defined (POINT_COOKIE)
colorCookie = texCUBElod(_LightTexture0, float4(mul(_LightMatrix0, float4(wpos,1)).xyz, 0));
colorCookie = texCUBElod(_LightTexture0, float4(mul(unity_WorldToLight, float4(wpos,1)).xyz, 0));
atten *= colorCookie.w;
#endif //POINT_COOKIE
#else

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