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>
This commit is contained in:
udx
2026-09-28 16:25:38 +08:00
co-authored by Cursor
parent 9793d8581d
commit 79369e4473
39 changed files with 383 additions and 32 deletions
@@ -121,11 +121,10 @@ void InitializeInputData(Varyings input, half3 normalTS, out InputData inputData
inputData.bakedGI = SAMPLE_GI(input.staticLightmapUV, input.vertexSH, inputData.normalWS);
#else
inputData.bakedGI = SampleSH(inputData.normalWS);
#endif
// 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,
// 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)
// 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。
if (_XRuntimeAmbientEnabled > 0.5h)
inputData.bakedGI = SampleXRuntimeAmbient(inputData.normalWS);
#endif
inputData.normalizedScreenSpaceUV = GetNormalizedScreenSpaceUV(input.positionCS);
inputData.shadowMask = SAMPLE_SHADOWMASK(input.staticLightmapUV);