list.Add(newDebugUI.FloatField{displayName="Shadow Range Max Value",getter=()=>lightingDebugSettings.shadowMaxValue,setter=value=>lightingDebugSettings.shadowMaxValue=value});
// Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected)
// However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence).
// It allow to have more coherence for the dynamic if in shader code.
// Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number
// that simulate effect of no shape projection
float3x3 worldToIS = WorldToInfluenceSpace(lightData); // IS: Influence space
// Note: index is whatever the lighting architecture want, it can contain information like in which texture to sample (in case we have a compressed BC6H texture and an uncompressed for real time reflection ?)
// EnvIndex can also be use to fetch in another array of struct (to atlas information etc...).
// This method allows us to know at compile time what material features should be removed from the code by Tile (Indepenently of the value of material feature flag per pixel).
// Guideline for reflection volume: In HDRenderPipeline we separate the projection volume (the proxy of the scene) from the influence volume (what pixel on the screen is affected)
// However we add the constrain that the shape of the projection and influence volume is the same (i.e if we have a sphere shape projection volume, we have a shape influence).
// It allow to have more coherence for the dynamic if in shader code.
// Users can also chose to not have any projection, in this case we use the property minProjectionDistance to minimize code change. minProjectionDistance is set to huge number
// that simulate effect of no shape projection
float3 coatR = preLightData.coatIblR;
if (GPUImageBasedLightingType == GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION)
{
// In Unity the cubemaps are capture with the localToWorld transform of the component.
// This mean that location and orientation matter. So after intersection of proxy volume we need to convert back to world.
// When we are rough, we tend to see outward shifting of the reflection when at the boundary of the projection volume
// Also it appear like more sharp. To avoid these artifact and at the same time get better match to reference we lerp to original unmodified reflection.