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Question by anurp · Mar 11, 2015 at 02:54 AM · renderingshaderlab

Render passes in Shaderlab

How do rendering passes work ? For example in forward rendering :

  1. In the additive passes can one do any random stuff ? How can vertex transformation be blended ? What does that mean ? Even if that's not the way it is supposed to be used, it should at least mean something .

  2. In the base pass the first pixel light is rendered with all of the vertex and sh lights. How can these other lights be accessed in Cg code ? I thought that the only way to access a light was using _WorldSpaceLightPos0. There is no documentation I could find on this.

  3. Are pixel lights not called so because these lights are used in fragment shaders in Unity's built in shaders ? If not why are they called 'pixel lights' ? Thanks, Anur

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