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half mip = perceptualRoughness * UNITY_SPECCUBE_LOD_STEPS; |
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half4 rgbm = UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex, float4(glossIn.reflUVW.xyz, sliceIndex), mip); |
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//return rgbm.xyz; |
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return DecodeHDR_NoLinearSupportInSM2 (rgbm, hdr); |
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return DecodeHDR(rgbm, hdr); |
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} |
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