// Refraction probe and reflection probe will process exactly the same weight. It will be good for performance to be able to share this computation
// However it is hard to deal with the fact that reflectionHierarchyWeight and refractionHierarchyWeight have not the same values, they are independent
// The refraction probe is rarely used and happen only with sphere shape and high IOR. So we accept the slow path that use more simple code and
// doesn't affect the performance of the reflection which is more important.
// We reuse LIGHTFEATUREFLAGS_SSREFRACTION flag as refraction is mainly base on the screen. Would be aa waste to not use screen and only cubemap.
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION)
{
for (i = 0; i < envLightCount && refractionHierarchyWeight < 1.0; ++i)
// TODO: check with fred. If a pixel is in front of the object we should not sample at all and put hierarchyWeight to 1.0 so we discard the effect as it is occlusion
// Otherwise fallback on cubemap
// Do nothing and don't update the hierarchy weight so we can fall back on refraction probe
return lighting;
}
// _preIntegratedFGD and _CubemapLD are unique for each BRDF