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float3 bakeDiffuseLighting = GetBakedDiffuseLigthing(surfaceData, builtinData, bsdfData, preLightData); |
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LightLoop(V, posInput, preLightData, bsdfData, bakeDiffuseLighting, featureFlags, diffuseLighting, specularLighting); |
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#ifdef _BLENDMODE_LERP |
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outColor = float4(diffuseLighting + (specularLighting / max(builtinData.opacity, 0.01)), builtinData.opacity); |
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#else |
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#endif |
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} |
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#ifdef _DEPTHOFFSET_ON |
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