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bool shadowsEnabled = m_ShadowPass.HasDirectionalShadowmap || m_ShadowPass.HasLocalLightsShadowmap; |
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CoreUtils.SetKeyword(cmd, "_SHADOWS_ENABLED", shadowsEnabled); |
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// TODO: Currently we are shading same keyword for directional and local lights
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// When we have ability to strip keywords we can use the one below instead
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//CoreUtils.SetKeyword(cmd, "_SHADOWS_ENABLED", m_ShadowPass.HasDirectionalShadowmap);
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//CoreUtils.SetKeyword(cmd, "_LOCAL_SHADOWS_ENABLED", m_ShadowPass.HasLocalLightsShadowmap);
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CoreUtils.SetKeyword(cmd, "_LOCAL_SHADOWS_ENABLED", m_ShadowPass.HasLocalLightsShadowmap); |
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//TIM: Not used in shader for V1 to reduce keywords
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CoreUtils.SetKeyword(cmd, "_MAIN_LIGHT_COOKIE", mainLightIndex != -1 && LightweightUtils.IsSupportedCookieType(visibleLights[mainLightIndex].lightType) && visibleLights[mainLightIndex].light.cookie != null); |
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