{
illuminance = SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
}
return SAMPLE_TEXTURE2D(lightmapTex, lightmapSampler, uv).rgb;
return illuminance;
float3 SampleDirectionalLightmap(TEXTURE2D_ARGS(lightmapTex, lightmapSampler), TEXTURE2D_ARGS(lightmapDirTex, lightmapDirSampler), float2 uv, float4 transform, float3 normalWS, bool lightmapRGBM)