#ifndef UNITY_LIGHTING_INCLUDED #define UNITY_LIGHTING_INCLUDED // We need to define the macro used for env map evaluation based on the different architecture. // Like for material we have one define by architecture. // TODO: who setup the define for a given architecture ? // For now our loop looks use texture arrays (but we should support different define based on architecture). // NOTE: How do we support a pass with tiled forward and single forward in the same renderer (i.e with tex array and single tex) #define UNITY_DECLARE_ENV(tex) UNITY_DECLARE_TEXCUBEARRAY(tex) #define UNITY_ARGS_ENV(tex) UNITY_ARGS_TEXCUBEARRAY(tex) #define UNITY_PASS_ENV(tex) UNITY_PASS_TEXCUBEARRAY(tex) #define UNITY_SAMPLE_ENV_LOD(tex, coord, lightData, lod) UNITY_SAMPLE_TEXCUBEARRAY_LOD(tex, float4(coord, lightData.sliceIndex), lod) #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Material/Material.hlsl" #include "Assets/ScriptableRenderLoop/HDRenderLoop/Shaders/Lighting/LightingForward/LightingForward.hlsl" #endif // UNITY_LIGHTING_INCLUDED