// (But these kind of platform should use regular render loop and not news shaders).
// RGBM lightmaps are currently always gamma encoded, so we use a constant of range^2.2 = 5^2.2
#define LIGHTMAP_RGBM_RANGE 34.493242f
#define LIGHTMAP_RGBM_RANGE 34.493242
// DLRD lightmaps are currently always gamma encoded, so we use a constant of 2.0^2.2 = 4.59
#define LIGHTMAP_DLDR_RANGE 4.59f
// DLDR lightmaps are currently always gamma encoded, so we use a constant of 2.0^2.2 = 4.59
#define LIGHTMAP_DLDR_RANGE 4.59
// TODO: This is the max value allowed for emissive (bad name - but keep for now to retrieve it) (It is 8^2.2 (gamma) and 8 is the limit of punctual light slider...), comme from UnityCg.cginc. Fix it!
// Ask Jesper if this can be change for HDRenderPipeline
real3 UnpackLightmapRGBM(real4 rgbmInput)
{
// RGBM lightmaps are always gamma encoded for now, so decode with that in mind: