m_ProceduralSkyMaterial . SetFloat ( "_WorldMieDensity" , - param . worldMieDensity / 1 0 0 0 0 0f ) ;
m_ProceduralSkyMaterial . SetFloat ( "_HeightMieDensity" , - param . heightMieDensity / 1 0 0 0 0 0f ) ;
// TODO : We can't pass the camera in builtinParams because when SkyManager call RenderSky for rendering into a cubemap we don't have an actual Camera.
// Maybe pass the rect/viewport directly?
var pixelRect = Camera . current ? Camera . current . pixelRect
: new Rect ( 0f , 0f , Screen . width , Screen . height ) ;
//var pixelRect = Camera.current ? Camera.current.pixelRect
// : new Rect(0f, 0f, Screen.width, Screen.height);
var pixelRect = new Rect ( 0f , 0f , builtinParams . screenSize . x , builtinParams . screenSize . y ) ;
var scale = 1.0f ; //(float)(int)occlusionDownscale;
var depthTextureScaledTexelSize = new Vector4 ( scale / pixelRect . width ,
scale / pixelRect . height ,