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// If vertex lighting is enabled in the pipeline settings, then we shade the remaining visible lights per-vertex
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// up to the maximum amount of per-object lights.
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int vertexLights = (m_Asset.SupportsVertexLight) ? kMaxPerObjectAdditionalLights - maxPixelLights - 1: 0; |
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int vertexLights = (m_Asset.SupportsVertexLight) ? kMaxPerObjectAdditionalLights + 1 - maxPixelLights : 0; |
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lightData.mainLightIndex = SortLights(visibleLights); |
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lightData.pixelAdditionalLightsCount = maxPixelLights - 1; |
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