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Use proper UV channel for lightmap coordinates.

/main
Tim Cooper 7 年前
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98264874
共有 1 个文件被更改,包括 1 次插入1 次删除
  1. 2
      MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightPBRForwardPass.template

2
MaterialGraphProject/Assets/UnityShaderEditor/Editor/Templates/lightweightPBRForwardPass.template


// We either sample GI from lightmap or SH. lightmap UV and vertex SH coefficients
// are packed in lightmapUVOrVertexSH to save interpolator.
// The following funcions initialize
OUTPUT_LIGHTMAP_UV(v.lightmapUV, unity_LightmapST, o.lightmapUVOrVertexSH);
OUTPUT_LIGHTMAP_UV(v.texcoord1, unity_LightmapST, o.lightmapUVOrVertexSH);
OUTPUT_SH(lwWNormal, o.lightmapUVOrVertexSH);
half3 vertexLight = VertexLighting(lwWorldPos, lwWNormal);

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