ead7dc9d32
This was done because the original "_biasLightWorldViewProjectionMatrix" relies on renderpath.light, which is problematic when rendering the deferred light pass and there is a sun and other lights of different type on the scene. Which would result on the wrong light being picked up for the calculation of the uniform value. |
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deferred_light.frag.glsl | ||
deferred_light_mobile.json |