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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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@@ -153,16 +153,16 @@ Shader "DeMuenu/World/Hoppou/Water"
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float3 R = reflect(-V, N); //for reflection vector
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//Waterspecific END
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OutLoopSetup(i, _PlayerCount) //defines count, N, dmax, dIntensity
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OutLoopSetup(i, _Udon_PlayerCount) //defines count, N, dmax, dIntensity
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[loop]
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for (int LightCounter = 0; LightCounter < MAX_LIGHTS; LightCounter++)
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{
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InLoopSetup(_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
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InLoopSetup(_Udon_LightPositions, LightCounter, count, i); //defines distanceFromLight, contrib
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Lambert(_LightPositions[LightCounter].xyz ,i, N);
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Lambert(_Udon_LightPositions[LightCounter].xyz ,i, N);
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LightTypeCalculations(_LightColors, LightCounter, i, 1, dIntensity, _LightPositions[LightCounter].a, _LightPositions[LightCounter].xyz);
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LightTypeCalculations(_Udon_LightColors, LightCounter, i, 1, dIntensity, _Udon_LightPositions[LightCounter].a, _Udon_LightPositions[LightCounter].xyz);
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@@ -171,7 +171,7 @@ Shader "DeMuenu/World/Hoppou/Water"
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float3 R = reflect(-V, N);
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float spec = pow(saturate(dot(R, L)), _SpecPower);
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//return float4(spec, spec, spec,1);
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dmax.rgb += _LightColors[LightCounter].rgb * contrib + _LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib;
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dmax.rgb += _Udon_LightColors[LightCounter].rgb * contrib + _Udon_LightColors[LightCounter].rgb * _SpecIntensity * spec * contrib;
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dmax.a -= _SpecIntensity * spec;
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//dmax = dmax + contrib * float4(LightColor, 1); // accumulate light contributions
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