//Do final diffuse and ambient on the base color. Note: Ambient should be applied later probably.
float4 unlitBaseColor = BaseColor; BaseColor.xyz = BaseColor.xyz * (cos(cb_mSimTime) + 1)/2 * finalAmbientDiffuse;【被替换】 BaseColor.xyz = BaseColor.xyz * finalAmbientDiffuse;【替换】 //Lerps are to handle the different lighting based on water or not water.