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Rename shader light variables to Udon-prefixed versions
Updated all relevant shader files and C# script to use Udon-prefixed light and player variables (e.g., _Udon_LightPositions, _Udon_LightColors, _Udon_PlayerCount) for consistency and to avoid naming conflicts. This change affects variable declarations, macro definitions, and all usages in BlendinShader, LitParticles, Water shaders, and included HLSL files.
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@@ -2,13 +2,12 @@
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#define MoonlightGlobalVariables \
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\
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float _InverseSqareMultiplier; \
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float _LightCutoffDistance; \
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float _LightCutoffDistance; \
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\
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float4 _LightPositions[MAX_LIGHTS]; /* xyz = position */ \
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float4 _LightColors[MAX_LIGHTS]; /* xyz = position */ \
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float4 _LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \
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float _LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \
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float _PlayerCount; /* set via SetFloat */ \
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\
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float4 _Udon_LightPositions[MAX_LIGHTS]; /* xyz = position */ \
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float4 _Udon_LightColors[MAX_LIGHTS]; /* xyz = position */ \
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float4 _Udon_LightDirections[MAX_LIGHTS]; /* xyz = direction, w = cos(halfAngle) */ \
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float _Udon_LightType[MAX_LIGHTS]; /* 0 = sphere, 1 = cone */ \
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float _Udon_PlayerCount; /* set via SetFloat */ \
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#endif
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