fix skybox ambient light issues
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parent
cf2029095e
commit
976a8b52df
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@ -9,7 +9,7 @@ LightingSettings:
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@ -130,7 +130,7 @@ MonoBehaviour:
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@ -0,0 +1,95 @@
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@ -0,0 +1,7 @@
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@ -26,7 +26,7 @@ RenderSettings:
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m_AmbientIntensity: 1
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@ -37,8 +37,8 @@ RenderSettings:
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--- !u!157 &3
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--- !u!157 &3
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@ -760,99 +760,6 @@ Light:
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game/Assets/Scenes/Main/Lightmap-0_comp_dir.png (Stored with Git LFS)
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@ -0,0 +1,8 @@
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assetBundleVariant:
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@ -26,7 +26,7 @@ RenderSettings:
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m_AmbientIntensity: 1
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m_AmbientMode: 0
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m_AmbientMode: 0
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m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1}
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m_HaloStrength: 0.5
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m_FlareStrength: 1
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m_FlareStrength: 1
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m_FlareFadeSpeed: 3
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m_FlareFadeSpeed: 3
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@ -37,8 +37,8 @@ RenderSettings:
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m_Sun: {fileID: 1340467634}
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||||||
--- !u!157 &3
|
--- !u!157 &3
|
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LightmapSettings:
|
LightmapSettings:
|
||||||
|
@ -97,7 +97,7 @@ LightmapSettings:
|
||||||
m_ExportTrainingData: 0
|
m_ExportTrainingData: 0
|
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m_TrainingDataDestination: TrainingData
|
m_TrainingDataDestination: TrainingData
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m_LightProbeSampleCountMultiplier: 4
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m_LightProbeSampleCountMultiplier: 4
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m_LightingSettings: {fileID: 0}
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--- !u!196 &4
|
--- !u!196 &4
|
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NavMeshSettings:
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@ -1501,7 +1501,7 @@ Camera:
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m_GameObject: {fileID: 1216022001}
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m_Enabled: 1
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m_projectionMatrixMode: 1
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@ -21,19 +21,19 @@ TextureImporter:
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streamingMipmapsPriority: 0
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vTOnly: 0
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grayScaleToAlpha: 0
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|
generateCubemap: 6
|
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|
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seamlessCubemap: 0
|
seamlessCubemap: 1
|
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textureFormat: 1
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textureFormat: 1
|
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maxTextureSize: 2048
|
maxTextureSize: 2048
|
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textureSettings:
|
textureSettings:
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serializedVersion: 2
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filterMode: 2
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mipBias: 0
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wrapU: 1
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wrapV: 1
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@ -49,11 +49,11 @@ TextureImporter:
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spritePixelsToUnits: 100
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spriteBorder: {x: 0, y: 0, z: 0, w: 0}
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spriteGenerateFallbackPhysicsShape: 1
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alphaUsage: 1
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alphaIsTransparency: 0
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spriteTessellationDetail: -1
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textureType: 0
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textureShape: 2
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singleChannelComponent: 0
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flipbookRows: 1
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@ -69,7 +69,7 @@ TextureImporter:
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textureCompression: 1
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|
@ -279,6 +279,8 @@ public class Bootstrap : MonoBehaviour
|
||||||
while ( _activeScene.LoadComplete == false )
|
while ( _activeScene.LoadComplete == false )
|
||||||
yield return null;
|
yield return null;
|
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|
|
||||||
|
SceneManager.SetActiveScene(SceneManager.GetSceneByName(_activeSceneName));
|
||||||
|
|
||||||
// sync
|
// sync
|
||||||
_loadState = LoadState.Sync;
|
_loadState = LoadState.Sync;
|
||||||
while ( ProcessLevelUnloads() == false )
|
while ( ProcessLevelUnloads() == false )
|
||||||
|
|
Loading…
Reference in New Issue