#ifndef UNITY_HDR_ON //@TODO: cleanup, right now only because we want to use unmodified Standard shader that encodes emission differently based on HDR or not
data.emission.rgb = -log2(data.emission.rgb);
#endif
return data;
}
g_localParams.Vworld = Vworld;
uint numLightsProcessed = 0;
float3 c = /*data.emission +*/ ExecuteLightListTiled(numLightsProcessed, pixCoord, vP, vPw, Vworld);
float3 c = data.emission + ExecuteLightListTiled(numLightsProcessed, pixCoord, vP, vPw, Vworld);