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    Unity PolySpatial Lighting Support

    Because visionOS itself supplies only image based lighting, PolySpatial includes a lighting solution available to shader graphs that provides a subset of the lighting features available in Unity. The PolySpatial Lighting Node supports directional lightmaps, light probes, and up to four dynamic lights (point, spot, or directional).

    Limitations

    Only static directional lightmaps with dLDR encoding are supported.

    PolySpatial Lighting Node

    To add PolySpatial lighting to a shader graph, create an instance of the PolySpatial Lighting Node using the Create Node command in the shader graph editor.

    Inputs

    The inputs to the lighting node are largely the same as the inputs to the Lit shader graph target--Base Color (albedo), Normal (in tangent space), Metallic, Smoothness, Emission, and Ambient Occlusion--with the additional of a Lightmap UV input for lightmap texture coordinates.

    Output

    The output (Out) of the lighting node is a single color result. Depending on your application, you may wish to supply this output directly to the Base Color input of an Unlit target (if you wish to use only PolySpatial lighting) or to the Emission input of a Lit target (if you wish to combine PolySpatial lighting with visionOS's image based lighting).

    Settings

    Baked Lighting

    The Baked Lighting setting has three options: None to omit baked lighting entirely, Lightmap to apply baked lightmaps, and LightProbes to obtain baked lighting from light probes. Typically, static objects use lightmaps and dynamic objects use light probes.

    Dynamic Lighting

    The Dynamic Lighting toggle determines whether dynamic point/spot/directional lights (that is, lights represented by non-baked Light components) affect the output.

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    Generated by DocFX on 18 October 2023