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Refactor light range and angle calculations
Updated how light range and spot angle are calculated and packed for both editor and runtime scripts, distinguishing between sphere and non-sphere lights. Adjusted shader logic to use new packing for spot light contribution, improving consistency between CPU and GPU representations.
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@@ -221,14 +221,22 @@ public partial class LightUpdater : UdonSharpBehaviour
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Vector3 fwd = rot * Vector3.down;
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float Lightangle = (data != null) ? data.spotAngleDeg : 0f;
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float Lightangle = (data != null) ? data.GetCosHalfAngle() : 0f;
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Vector4 posTemp = new Vector4(pos.x, pos.y, pos.z, range);
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if (_positions[currentCount] != posTemp)
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Vector4 posTemp = Vector4.zero;
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if (data.lightType == LightType.Sphere)
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{
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_positions[currentCount] = posTemp;
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_positons_isDirty = true;
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posTemp = new Vector4(pos.x, pos.y, pos.z, range);
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}
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else
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{
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posTemp = new Vector4(pos.x, pos.y, pos.z, Mathf.Cos(Mathf.Deg2Rad * ((data.spotAngleDeg * 0.5f) + Mathf.Max(data.range, 0))));
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}
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if (_positions[currentCount] != posTemp)
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{
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_positions[currentCount] = posTemp;
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_positons_isDirty = true;
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}
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Vector4 colorTemp = new Vector4(col.x, col.y, col.z, intensity);
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if (_lightColors[currentCount] != colorTemp)
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{
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