usesLightList property
bool
get
usesLightList
Whether the shader reads the light list: the LightListInfo block and
light_list_texture.
The same set once more, and again its own name because it was missing. The list was bound to every draw, and Unlit keeps neither half: it accumulates no lights, so the compiled Metal function has no index for either, and binding them crashed inside the driver on the first frame of any scene with an unlit or polyline material. Vulkan took the same bind without complaint.
Defaults to usesMaterialMaps, which is right for every model this
package ships. A stage that samples maps and still gathers no lights,
such as one emitted from the material language, says false.
Implementation
bool get usesLightList => _usesLightList ?? usesMaterialMaps;