// For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't)
// We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
ld.color.red/=Mathf.PI;
ld.color.green/=Mathf.PI;
ld.color.blue/=Mathf.PI;
ld.indirectColor.red/=Mathf.PI;
ld.indirectColor.green/=Mathf.PI;
ld.indirectColor.blue/=Mathf.PI;
// Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.