// There is two kind of lighting architectures. // Those that are control from inside the "Material".shader with "Pass" concept like forward lighting. Call later forward lighting architecture. // Those that are control outside the "Material".shader in a "Lighting".shader like deferred lighting. Call later deferred lighting architecture. // When dealing with deferred lighting architecture, the renderloop is in charge to call the correct .shader. // RenderLoop can do multiple call of various deferred lighting architecture. // (Note: enabled variant for deferred lighting architecture are in deferred.shader) // When dealing with forward lighting architecture, the renderloop must specify a shader pass (like "forward") but it also need // to specify which variant of the forward lighting architecture he want (with cmd.EnableShaderKeyword()). // Renderloop can suppose dynamically switching from regular forward to tile forward for example within the same "Forward" pass. // The purpose of the following pragma is to define the variant available for "Forward" Pass in "Material".shader. // If only one keyword is present it mean that only one type of forward lighting architecture is supported. // Must match name in GetKeyword() method of forward lighting architecture .cs file // #pragma multi_compile LIGHTLOOP_SINGLE_PASS LIGHTLOOP_TILE_PASS -> can't use a pragma from include... (for now) // No USE_FPTL_LIGHTLIST as we are in forward and this use the cluster path (but cluster path can use the tile light list for opaque) #define USE_CLUSTERED_LIGHTLIST