diff --git a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl index 2b9f5f2e3..146be9be8 100644 --- a/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl +++ b/spine-unity/Modules/com.esotericsoftware.spine.urp-shaders/Shaders/Include/Spine-Sprite-ForwardPass-URP.hlsl @@ -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