// 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;
Materialm_DebugViewTilesMaterial;
{
varlight=cullResults.visibleLights[lightIndex];
// We only process light with additional data
// Light should always have additional data, however preview light right don't have, so we must handle the case by assigning defaultHDAdditionalLightData
// Debug.Assert(additionalData == null, "Missing HDAdditionalData on a light - Should have been create by HDLightEditor");
// Light should always have additional data, however preview light right don't have, so we must handle the case by assigning defaultHDAdditionalLightData
if(additionalLightData==null)
additionalLightData=defaultHDAdditionalLightData;
varadditionalShadowData=light.light.GetComponent<AdditionalShadowData>();// Can be null
// Directional rendering side, it is separated as it is always visible so no volume to handle here