[unity] Fixed Sprite URP shader incorrectly applying light probe GI when Specular is enabled. Closes #2256. Fixed a shader compile error on older Unity version.

This commit is contained in:
Harald Csaszar 2023-02-21 20:03:37 +01:00
parent a3888f5e99
commit 41dc6cc84f

View File

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