writer.Write("\n#endif\n");
var customFile = it.Key + ".custom.hlsl";
if (File.Exists(customFile))
writer.Write("#include \"{0}\"", Path.GetFileName(customFile));
}
#endif
#include "LightDefinition.cs.custom.hlsl"
#define HAS_LIGHTLOOP // Allow to not define LightLoop related function in Material.hlsl
#include "../Lighting/LightDefinition.cs.hlsl"
#include "../Lighting/LightDefinition.custom.hlsl"
#include "../Lighting/LightUtilities.hlsl"
#include "LightLoop/Shadow.hlsl"
#define ENVMAP_FEATURE_INFLUENCENORMAL
#include "../LightDefinition.cs.hlsl"
#include "../LightDefinition.custom.hlsl"
float3x3 WorldToProxySpace(EnvLightData lightData)
{
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ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
userData:
assetBundleName:
assetBundleVariant:
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