Fix lightmap uvs density view to handle scale in lightmap and outline non-static objects
#2080
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@@ -98,7 +98,11 @@ void PS(in PixelInput input, out float4 Light : SV_Target0, out float4 RT0 : SV_
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float3 minColor = float3(235/255.0, 52/255.0, 67/255.0);
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float3 bestColor = float3(51/255.0, 235/255.0, 70/255.0);
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float3 maxColor = float3(52/255.0, 149/255.0, 235/255.0);
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if (density < bestDensity)
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if (LightmapSize < 0.0f)
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{
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color = float3(52/255.0, 229/255.0, 235/255.0); // No lightmap
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}
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else if (density < bestDensity)
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{
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color = lerp(minColor, bestColor, (density - minDensity) / (bestDensity - minDensity));
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}
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