attenuation = SAMPLE_TEXTURE2D_SHADOW(_ShadowMap, sampler_ShadowMap, shadowCoord.xyz);
#endif
#if SHADER_HINT_NICE_QUALITY
// Shadow coords that fall out of the light frustum volume must always return attenuation 1.0
return BEYOND_SHADOW_FAR(shadowCoord) ? 1.0 : attenuation;