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@@ -144,9 +144,6 @@ VertexOutput vert(appdata v) {
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#endif // !defined(_LIGHT_AFFECTS_ADDITIVE)
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color.rgb *= LightweightLightVertexSimplified(positionWS, normalWS, shadowedColor);
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-#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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- o.shadowedColor = shadowedColor;
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-#endif
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// Note: ambient light is also handled via SH.
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half3 vertexSH;
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@@ -155,10 +152,14 @@ VertexOutput vert(appdata v) {
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#else
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OUTPUT_SH(normalWS.xyz, vertexSH);
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#endif
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- color.rgb += SAMPLE_GI(v.lightmapUV, vertexSH, normalWS);
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+ half3 bakedGI = SAMPLE_GI(v.lightmapUV, vertexSH, normalWS);
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+ color.rgb += bakedGI;
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o.color = color;
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#if defined(SKELETONLIT_RECEIVE_SHADOWS)
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+ shadowedColor += bakedGI;
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+ o.shadowedColor = shadowedColor;
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+
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VertexPositionInputs vertexInput;
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vertexInput.positionWS = positionWS;
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vertexInput.positionCS = o.pos;
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