CameraRelativeRendering=1,// Rendering sets the origin of the world to the position of the primary (scene view) camera
UseDisneySSS=1// Allow to chose between Burley Normalized Diffusion (Multi + Fix single scattering) or Jimenez diffusion approximation (Multiscattering only - More blurry) for Subsurface scattering
UseDisneySSS=1// Allow to chose between Burley Normalized Diffusion (Multi + Fix direction single scattering) or Jimenez diffusion approximation (Multiscattering only - More blurry) for Subsurface scattering
};
// Note: #define can't be use in include file in C# so we chose this way to configure both C# and hlsl