Compress baked PNGs and tighten XPbr shadows with URP quality tweaks.
Add png_compress to the model pipeline and update TownSquare lighting plus MaleExplorer/plaza textures. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -121,11 +121,10 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData
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inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
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#else
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inputData.bakedGI = SampleSH(inputData.normalWS);
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#endif
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// 仅在运行时全局环境光开启后才覆盖(Game.cs 设置);否则保留场景自身 SH/光照贴图,
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// 避免编辑器预览比 URP Lit 亮(旧写法无条件覆盖成硬编码的高强度三色环境光)
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// 仅覆盖动态物体的探针环境光。光照贴图(含烘焙阴影/间接光)必须保留。
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if (_XRuntimeAmbientEnabled > 0.5h)
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inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
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#endif
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inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
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inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);
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