[unity] URP Skeleton Lit shader does not apply GI in shadow areas. Closes #2343.

This commit is contained in:
Harald Csaszar 2023-08-14 20:14:38 +02:00
parent 5a7360d39c
commit d9d836d5e5
2 changed files with 6 additions and 5 deletions

View File

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

View File

@ -2,7 +2,7 @@
"name": "com.esotericsoftware.spine.urp-shaders",
"displayName": "Spine Universal RP Shaders",
"description": "This plugin provides universal render pipeline (URP) shaders for the spine-unity runtime.\n\nPrerequisites:\nIt requires a working installation of the spine-unity runtime, version 4.1.\n(See http://esotericsoftware.com/git/spine-runtimes/spine-unity)",
"version": "4.1.19",
"version": "4.1.20",
"unity": "2019.3",
"author": {
"name": "Esoteric Software",