์ปค์Šคํ…€ ๋ผ์ดํŒ…์œผ๋กœ

#if defined(_ADDITIONAL_LIGHTS)
uint pixelLightCount = GetAdditionalLightsCount();

LIGHT_LOOP_BEGIN(pixelLightCount)
Light light = GetAdditionalLightCell(lightIndex, inputData, shadowMask, aoFactor);

#ifdef _LIGHT_LAYERS
if (IsMatchingLightLayer(light.layerMask, meshRenderingLayers))
#endif
{

lightingData.additional_light_color += light.color * light.distanceAttenuation * light.shadowAttenuation;
}
LIGHT_LOOP_END
#endif

์ด๋Ÿฐ์‹์œผ๋กœ ํ•˜๊ณ ์žˆ๋Š”๋ฐ ์—๋””ํ„ฐ์—์„œ realtime์œผ๋กœ ์„ค์ •ํ•œ ๋ผ์ดํŠธ๋Š” ๋‹น์—ฐํžˆ ์ž˜ ๋˜๋Š”๋ฐ

baked๋กœ ์ง€์ •ํ•œ ๋ผ์ดํŠธ๋Š” ์ ์šฉ์ด ์•ˆ๋˜์•ผํ•˜๋Š”๊ฑฐ ์•„๋‹˜? baked๋ž‘ additional๋ผ์ดํŠธ๋ž‘ ๋™์‹œ์— ํ•ฉ์‚ฐ๋˜์„œ ๋„ˆ๋ฌด ๋ฐ์•„์ง€๋Š”๋ฐ ์–ด์บ„??

์˜ค๋ธŒ์ ํŠธ static ์ฒดํฌ๋ฌธ์ œ์ธ๊ฐ€ ์‹ถ์€์ง€ย 

์•„๋‹ˆ๋ฉด ์…ฐ์ด๋”์— ๋งคํฌ๋กœ์ •์˜๋ฌธ์ œ์ธ์ง€

๋„ํ†ต ๋ชจ๋ฅด๊ฒ ์–ด...