// Reference Lambert diffuse / GGX Specular for IBL and area lights
#ifdef HAS_LIGHTLOOP // Both reference define below need to be define only if LightLoop is present, else we get a compile error
//#define LIT_DISPLAY_REFERENCE_AREA
//#define LIT_DISPLAY_REFERENCE_IBL
//#define LIT_DISPLAY_REFERENCE_AREA
//#define LIT_DISPLAY_REFERENCE_IBL
#endif
// Use Lambert diffuse instead of Disney diffuse
// #define LIT_DIFFUSE_LAMBERT_BRDF
// TODO: Check if anisotropy with a dynamic if on anisotropy > 0 is performant. Because it may mean we always calculate both isotropy and anisotropy case.
// Maybe we should always calculate anisotropy in case of standard ? Don't think the compile can optimize correctly.
SamplerState ltc_linear_clamp_sampler;
// TODO: we can share the sampler here and name it SRL_BilinearSampler. However Unity currently doesn't support to set sampler in C#
// + to avoid the message Fragment program 'Frag' : sampler 'sampler_PreIntegratedFGD' has no matching texture and will be undefined.
SAMPLER2D(sampler_PreIntegratedFGD);
SAMPLER2D(sampler_LtcData);
#define LTC_GGX_MATRIX_INDEX 0 // RGBA
#define LTC_DISNEY_DIFFUSE_MATRIX_INDEX 1 // RGBA
#define LTC_MULTI_GGX_FRESNEL_DISNEY_DIFFUSE_INDEX 2 // RGB, A unused