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Update README.md
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@@ -12,12 +12,13 @@ What this includes:
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- Point/spotlights editable at runtime.
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- A couple of premade shaders (standard, particle).
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- Premade code handling lights, normals and a Lambertian diffuse.
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- Shadow caster planes
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Work in progress:
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- Water shader
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- Documentation
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- More performance testing/improvements
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- Shadow caster planes
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Planned:
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- Support for additive baked light maps and ambient lighting in the standard shader.
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@@ -36,9 +37,10 @@ On PC, I haven't encountered any frame drops in the editor at all, even with 400
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2. Add the `LightUpdater` component to a GameObject in your scene:
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- Tweak strength/intensity of the local and remote player if you want them to have an attached light.
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- Configure the `PlayerShadowMapIndex` if you want players to interact with shadows.
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3. For lights, attach `LightdataStorage` to a Transform and configure:
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- `range`, `type`, `color`, `intensity`, and `spotAngleDeg`.
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- `range`, `lightType`, `color`, `intensity`, `spotAngleDeg`, and `shadowMapIndex`.
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4. On your light's `LightdataStorage` component, assign your scene's `LightUpdater` to the `Light Updater` field. This allows lights to be added or removed dynamically at runtime.
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