ContactShadows m_ContactShadows = null ;
bool m_EnableContactShadow = false ;
IndirectLightingController m_indirectLightingController = null ;
// Following is an array of material of size eight for all combination of keyword: OUTPUT_SPLIT_LIGHTING - LIGHTLOOP_TILE_PASS - SHADOWS_SHADOWMASK - USE_FPTL_LIGHTLIST/USE_CLUSTERED_LIGHTLIST - DEBUG_DISPLAY
Material [ ] m_deferredLightingMaterial ;
m_ContactShadows = VolumeManager . instance . stack . GetComponent < ContactShadows > ( ) ;
m_EnableContactShadow = m_FrameSettings . enableContactShadows & & m_ContactShadows . enable & & m_ContactShadows . length > 0 ;
m_indirectLightingController = VolumeManager . instance . stack . GetComponent < IndirectLightingController > ( ) ;
// Cluster
{
// Build light data
var envLightData = new EnvLightData ( ) ;
float indirectSpecularMultiplier = VolumeManager . instance . stack . GetComponent < IndirectLightingController > ( ) . indirectSpecularIntensity ;
envLightData . multiplier = probe . multiplier * indirectSpecularMultiplier ;
envLightData . multiplier = probe . multiplier * m_indirectLightingController . indirectSpecularIntensity ;
envLightData . influenceExtents = probe . influenceExtents ;
envLightData . blendNormalDistancePositive = probe . blendNormalDistancePositive ;
envLightData . blendNormalDistanceNegative = probe . blendNormalDistanceNegative ;