Open laurentopia opened 2 years ago
answer:
float4 lmColor = SAMPLE_TEXTURE2D(unity_Lightmap, samplerunity_Lightmap, lightmapUV); float3 lmDir = SAMPLE_TEXTURE2D(unity_LightmapInd, samplerunity_Lightmap, lightmapUV) * 2 - 1;
Hmmm I changed the URP include code some time ago, but didn't publish it yet. Does this (my latest) version work too? It avoids the macro completely. BakeryDecodeLightmap.zip
no it returns errors
Any perf improvement without the macros or just avoiding RP headaches?
no it returns errors
BakeryVolumeSpec_float always had float3 output parameters as far as I remember. Did you alter it in your project (for optimization maybe)? They must be definitely float3 in general (specular is colored).
just avoiding RP headaches
just this
do you have a fix for this?