#pragma multi_compile _ SHADOWS_SHADOWMASK
#include "ShaderLibrary/Common.hlsl"
#include "ShaderLibrary/Color.hlsl"
// CAUTION: In case deferred lighting need to support various lighting model statically, we will require to do multicompile with different define like UNITY_MATERIAL_LIT
#define UNITY_MATERIAL_LIT // Need to be define before including Material.hlsl
#include "../Material/Material.hlsl"
#ifdef SHADOWS_SHADOWMASK
TEXTURE2D(_ShadowMaskTexture);
#endif
#pragma kernel BuildDispatchIndirect
#include "LightLoop.cs.hlsl"
#error SHADERPASS_is_not_correctly_define
CBUFFER_START(UnityMetaPass)
// x = use uv1 as raster position
// y = use uv2 as raster position
#pragma multi_compile _ ATMOSPHERICS_DEBUG
#pragma multi_compile _ PERFORM_SKY_OCCLUSION_TEST
#include "ShaderLibrary/CommonLighting.hlsl"
#include "../../../ShaderVariables.hlsl"
#pragma target 4.5
#pragma only_renderers d3d11 ps4 vulkan metal // TEMP: until we go further in dev
TEXTURECUBE(_Cubemap);
#pragma multi_compile _ _ENABLE_SUN_DISK
float4 _SkyParam; // x exposure, y multiplier, z rotation