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@@ -123,10 +123,10 @@ half4 LightweightFragmentPBRSimplified(InputData inputData, half4 texAlbedoAlpha
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Light mainLight = GetMainLight();
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#endif
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- half3 finalColor = inputData.bakedGI;
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+ half3 finalColor = inputData.bakedGI * albedo.rgb;
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finalColor += LightingPhysicallyBased(brdfData, mainLight, inputData.normalWS, inputData.viewDirectionWS);
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#else // _MAIN_LIGHT_VERTEX
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- half3 finalColor = inputData.bakedGI;
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+ half3 finalColor = inputData.bakedGI * albedo.rgb;
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#endif // _MAIN_LIGHT_VERTEX
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#ifdef _ADDITIONAL_LIGHTS
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@@ -222,9 +222,9 @@ half4 LightweightFragmentBlinnPhongSimplified(InputData inputData, half4 texDiff
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}
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#endif
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uint pixelLightCount = GetAdditionalLightsCount();
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- LIGHT_LOOP_BEGIN(pixelLightCount)
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+ LIGHT_LOOP_BEGIN_SPINE(pixelLightCount)
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diffuseLighting += ProcessLightLambert(inputData, shadowMask, meshRenderingLayers, lightIndex);
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- LIGHT_LOOP_END
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+ LIGHT_LOOP_END_SPINE
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#endif
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#ifdef _ADDITIONAL_LIGHTS_VERTEX
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