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UnityStandardDataToGbuffer(data, outGBuffer0, outGBuffer1, outGBuffer2); |
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// Emissive lighting buffer |
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outEmission = half4(emissiveColor*0.0, 1); |
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outEmission = half4(emissiveColor, 1); |
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// Baked direct lighting occlusion if any |
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#if (UNITY_ALLOWED_MRT_COUNT > 4) |
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