|
|
|
|
|
|
out float3 specularLighting) |
|
|
|
{ |
|
|
|
LightLoopContext context; |
|
|
|
context.ambientOcclusion = LOAD_TEXTURE2D(_AmbientOcclusionTexture, posInput.unPositionSS).x; |
|
|
|
context.ambientOcclusion = 1; // LOAD_TEXTURE2D(_AmbientOcclusionTexture, posInput.unPositionSS).x; |
|
|
|
context.sampleShadow = 0; |
|
|
|
context.sampleReflection = 0; |
|
|
|
context.shadowContext = InitShadowContext(); |
|
|
|
|
|
|
out float3 specularLighting) |
|
|
|
{ |
|
|
|
LightLoopContext context; |
|
|
|
context.ambientOcclusion = LOAD_TEXTURE2D(_AmbientOcclusionTexture, posInput.unPositionSS).x; |
|
|
|
context.ambientOcclusion = 1; // LOAD_TEXTURE2D(_AmbientOcclusionTexture, posInput.unPositionSS).x; |
|
|
|
context.sampleShadow = 0; |
|
|
|
context.sampleReflection = 0; |
|
|
|
context.shadowContext = InitShadowContext(); |
|
|
|