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Fixed SH sampling in non PBS shading

/RenderPassXR_Sandbox
Felipe Lira 7 年前
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99e6e8e0
共有 1 个文件被更改,包括 3 次插入5 次删除
  1. 8
      ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc

8
ScriptableRenderPipeline/LightweightPipeline/Shaders/LightweightPassLit.cginc


#endif
#if defined(LIGHTMAP_ON)
color += (DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) + i.fogCoord.yzw) * diffuse;
#endif
#if defined(_VERTEX_LIGHTS) || !defined(LIGHTMAP_ON)
color += i.fogCoord.yzw * diffuse;
color += DecodeLightmap(UNITY_SAMPLE_TEX2D(unity_Lightmap, i.uv01.zw)) * diffuse;
#else
color += (SHEvalLinearL0L1(half4(normal, 1.0)) + i.fogCoord.yzw) * diffuse;
#endif
#if _REFLECTION_CUBEMAP

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