|
|
|
|
|
|
AccumulateIndirectLighting(lighting, aggregateLighting); |
|
|
|
} |
|
|
|
|
|
|
|
if (featureFlags & LIGHTFEATUREFLAGS_SSREFRACTION) |
|
|
|
{ |
|
|
|
IndirectLighting lighting = EvaluateBSDF_SSLighting( context, V, posInput, preLightData, bsdfData, envLightData, |
|
|
|
GPUIMAGEBASEDLIGHTINGTYPE_REFRACTION, refractionHierarchyWeight); |
|
|
|
AccumulateIndirectLighting(lighting, aggregateLighting); |
|
|
|
} |
|
|
|
|
|
|
|
// Reflection probes are sorted by volume (in the increasing order). |
|
|
|
if (featureFlags & LIGHTFEATUREFLAGS_ENV) |
|
|
|
{ |
|
|
|