half MainLightRealtimeShadowAttenuation(float4 shadowCoord)
{
#if defined(NO_SHADOWS) || !defined(_SHADOWS_ENABLED)
#if !defined(_SHADOWS_ENABLED)
return 1.0h;
#elif SHADOWS_SCREEN
return SampleScreenSpaceShadowMap(shadowCoord);
half LocalLightRealtimeShadowAttenuation(int lightIndex, float3 positionWS)
#if defined(NO_SHADOWS) || !defined(_LOCAL_SHADOWS_ENABLED)
#if !defined(_LOCAL_SHADOWS_ENABLED)
#else
float4 shadowCoord = mul(_LocalWorldToShadowAtlas[lightIndex], float4(positionWS, 1.0));
#pragma shader_feature _FADING_ON
#pragma shader_feature _REQUIRE_UV2
#define NO_SHADOWS 1
#include "LWRP/ShaderLibrary/ParticlesPBR.hlsl"
#include "LWRP/ShaderLibrary/Lighting.hlsl"
#define BUMP_SCALE_NOT_SUPPORTED 1
#include "LWRP/ShaderLibrary/Particles.hlsl"