// Reverse debug exposure in order to display the real values.
// _DebugExposure will be set to zero if the debug view does not need it so we don't need to make a special case here. It's handled in only one place in C#
// The DebugNeedsExposure test allows us to set a neutral value if exposure is not needed. This way we don't need to make various tests inside shaders but only in this function.
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam,newVector4(m_HdriSkyParams.exposure,m_HdriSkyParams.multiplier,-m_HdriSkyParams.rotation,0.0f));// -rotation to match Legacy...
m_SkyHDRIMaterial.SetVector(HDShaderIDs._SkyParam,newVector4(GetExposure(m_HdriSkyParams,builtinParams.debugSettings),m_HdriSkyParams.multiplier,-m_HdriSkyParams.rotation,0.0f));// -rotation to match Legacy...
// This matrix needs to be updated at the draw call frequency.
// renderForCubemap: When rendering into a cube map, no depth buffer is available so user has to make sure not to use depth testing or the depth texture.