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