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Question by Gabri000 · Aug 06, 2018 at 10:31 PM · lightingcommandbuffer

Setting up lighting in command buffers

Hi all,

I want to render a mesh using a command buffer and forward lighting.

Using buffer.DrawMesh just uses the last light that was rendered, so I guess I have to set the shader variables myself before this.

Apparently, there aren't any helpers to setup a light, and there are a few shader globals to be set for a light to work (_LightColor0, etc).

Is there some documentation on how to do this properly? I bet many people found this problem before, but I couldn't find any solution.

Thanks in advance!

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Answer by eddielu · Aug 28, 2019 at 07:42 AM

yep, same problem here, I found out _LightColor0 inconsistent.

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