I'm not sure it is intended or not but the Standard shader has a pass name as "FORWARD". of course terrain/standard shader's name is the same as the Standard shader. and I think in this project, it gets a shader's pass name from ShaderPassLightModeConverter.GetLightModeByPasssName(shader, pass);
I'm not familiar with this method but according to its name, it should return the Pass Name(by the way, it seems this method has a typo "Passs" lol)
well, since the Standard script has a Name "FORWARD" as its Pass name, then shouldn't we add the line to ShaderCompileInfo.GetPassType() to follow?
case "FOWARD":
return PassType.FowardBase;
and I've just noticed "VERTEXLMRGBM" is obsoleted. and this project uses it as FowardBase. maybe just needed an update I guess?
I'm not sure it is intended or not but the Standard shader has a pass name as "FORWARD". of course terrain/standard shader's name is the same as the Standard shader. and I think in this project, it gets a shader's pass name from ShaderPassLightModeConverter.GetLightModeByPasssName(shader, pass);
I'm not familiar with this method but according to its name, it should return the Pass Name(by the way, it seems this method has a typo "Passs" lol)
well, since the Standard script has a Name "FORWARD" as its Pass name, then shouldn't we add the line to ShaderCompileInfo.GetPassType() to follow?
and I've just noticed "VERTEXLMRGBM" is obsoleted. and this project uses it as FowardBase. maybe just needed an update I guess?