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#ifndef UNITY_SKY_VARIABLES_INCLUDED
#define UNITY_SKY_VARIABLES_INCLUDED
TEXTURECUBE(_SkyTexture);
CBUFFER_START(SkyParameters)
float _SkyTextureMipCount;
CBUFFER_END
float4 SampleSkyTexture(float3 texCoord)
{
return SAMPLE_TEXTURECUBE(_SkyTexture, s_trilinear_clamp_sampler, texCoord);
}
float4 SampleSkyTexture(float3 texCoord, float lod)
{
return SAMPLE_TEXTURECUBE_LOD(_SkyTexture, s_trilinear_clamp_sampler, texCoord, lod);
}
#endif