# define USE_FPTL_LIGHTLIST 1 // deferred opaque always use FPTL
# define UNITY_MATERIAL_LIT
#else
# define SHADOW_USE_ONLY_VIEW_BASED_BIASING 1 // Enable only light view vector based biasing. If undefined, biasing will be based on the normal and calling code must provide a valid normal.
#endif
#ifdef SHADER_API_PSSL
# pragma argument( scheduler=minpressure ) // instruct the shader compiler to prefer minimizing vgpr usage
#include "../ShaderVariables.hlsl"
#include "../Material/NormalBuffer.hlsl"
#include "Lighting.hlsl"
#pragma only_renderers d3d11 ps4 xboxone vulkan metal switch
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap
if (HasFeatureFlag(bsdfData.materialFeatures, MATERIALFEATUREFLAGS_STACK_LIT_TRANSMISSION))
{
// For now simply recall the function with inverted normal, the compiler should be able to optimize the lightmap case to not resample the directional lightmap