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//Shader.SetGlobalTexture("_CookieTextures", m_CookieTexArray.GetTexCache());
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//Shader.SetGlobalTexture("_CubeCookieTextures", m_CubeCookieTexArray.GetTexCache());
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Shader.SetGlobalTexture("_EnvTextures", m_CubeReflTexArray.GetTexCache()); |
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m_SkyRenderer.SetGlobalSkyTexture(); |
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if (m_SkyRenderer.IsSkyValid(m_SkyParameters)) |
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{ |
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m_SkyRenderer.SetGlobalSkyTexture(); |
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Shader.SetGlobalInt("_EnvLightSkyEnabled", 1); |
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} |
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else |
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{ |
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Shader.SetGlobalInt("_EnvLightSkyEnabled", 0); |
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} |
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if (debugParameters.useSinglePassLightLoop) |
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{ |
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