- Tassix's own Lighting.cginc, UnityLightingCommon.cginc and AutoLight.cginc (UnityLight, UnityGI, SurfaceOutput, Lambert and Blinn-Phong lighting, _SpecColor, the shadow and attenuation macros at 1), ShadeSH9 and the per-vertex light functions in UnityCG (no vertex lights), and URP's Lighting.hlsl family and SurfaceInput.hlsl (Light, GetMainLight, additional lights counted 0, shadow coordinates, the lightmap-or-SH macros, InputData, SurfaceData, UniversalFragmentPBR (Lambert diffuse, a GGX highlight, ambient), UniversalFragmentBlinnPhong, the base, bump and emission maps). Ambient is the scene's trilight (TassixAmbient), shared by ShadeSH9 and SampleSH.
- Checked: typical built-in and URP lit shaders compile; in the e2e test both light a quad from a directional light and the flat ambient, and from the ambient alone once the light is off.
- Not yet: point and spot lights in project shaders, shadows, fog through the shaders' fog macros, reflections.
- Next: a TextMeshPro build per project version; drag-reordering's animation and drop marker.
Phase 6 · Slice 41 ·