How can I grab the directional lightmap data in a surface shader? I can’t seem to find much documentation online about this. And what I have found doesn’t seem to work. I thought I could do this :
inline half4 LightingMobileBlinnPhong_DirLightmap(SurfaceOutput s, fixed4 color, fixed4 scale, bool surfFuncWritesNormal)
{
}
but that doesn’t appear to work
Or even a way to get it in the fragment shader would be nice to know
this is the error I get :
fixed3 lmDir = DecodeLightmap(UNITY_SAMPLE_TEX2D_SAMPLER(unity_LightmapInd,unity_Lightmap, i.uv1));
from this line :
Unrecognized sampler 'samplerunity_lightmap' - does not match any texture and is not a recognized inline name (should contain filter and wrap modes).
(on d3d11)