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#include "CoreRP/ShaderLibrary/Macros.hlsl" |
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//----------------------------------------------------------------------------- |
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// LightLoop |
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// ---------------------------------------------------------------------------- |
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#endif |
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uint envLightCount; |
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#define CONCAT(L, R) L##R |
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CONCAT(GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), CONCAT(type, HierarchyWeight)); \ |
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MERGE_NAME (GPUIMAGEBASEDLIGHTINGTYPE_, TYPE), MERGE_NAME (type, HierarchyWeight)); \ |
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AccumulateIndirectLighting(lighting, aggregateLighting);\ |
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} |
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} |
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} |
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#undef EVALUATE_BSDF_ENV |
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#undef CONCAT |
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#undef FETCHINDEX |
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// Also Apply indiret diffuse (GI) |
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