|
|
|
|
|
|
// TODO: We can't add more keywords to standard shaders. For now we use |
|
|
|
// same _SHADOWS_ENABLED keywords for local lights. In the future we can use |
|
|
|
// _LOCAL_SHADOWS_ENABLED keyword |
|
|
|
// For now disabling local shadows on mobile until we can get the keyword stripping |
|
|
|
#if defined(NO_SHADOWS) || !defined(_SHADOWS_ENABLED) |
|
|
|
#if defined(NO_SHADOWS) || !defined(_SHADOWS_ENABLED) || defined(SHADER_API_MOBILE) |
|
|
|
return 1.0h; |
|
|
|
#else |
|
|
|
float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0)); |
|
|
|