Hi there,
I don't see any way to achieve this and adding
#pragma noambient
to the SpritePixelLit.shader didn't work either.
I would like to toggle a material/shader to not be affected by Unity's ambient lighting.
Could that be achieved somehow?
Hi there,
I don't see any way to achieve this and adding
#pragma noambient
to the SpritePixelLit.shader didn't work either.
I would like to toggle a material/shader to not be affected by Unity's ambient lighting.
Could that be achieved somehow?
I'm afraid you will need to create your own modified copy of the Spine/Sprite/Pixel Lit
shader. You can then include your modified version of CGIncludes/SpriteVertexLighting.cginc
which omits (or replaces) the call to calculateAmbientLight()
here:
spine-runtimes/SpritePixelLighting.cginc at 3.8
Same applies to the Spine/Sprite/Vertex Lit
shader, just search for calculateAmbientLight
.
Harald написалI'm afraid you will need to create your own modified copy of the
Spine/Sprite/Pixel Lit
shader. You can then include your modified version ofCGIncludes/SpriteVertexLighting.cginc
which omits (or replaces) the call tocalculateAmbientLight()
here:
spine-runtimes/SpritePixelLighting.cginc at 3.8Same applies to the
Spine/Sprite/Vertex Lit
shader, just search forcalculateAmbientLight
.
Thanks a bunch, as always, for the quick reply! :heart:
I will try this out!
Cheers!
You're welcome!