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197 行
8.6 KiB
197 行
8.6 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Experimental.GlobalIllumination;
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using Unity.Collections;
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namespace UnityEngine.Experimental.Rendering.HDPipeline
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{
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public class GlobalIlluminationUtils
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{
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// Return true if the light must be added to the baking
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public static bool LightDataGIExtract(Light l, ref LightDataGI ld)
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{
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var add = l.GetComponent<HDAdditionalLightData>();
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if (add == null)
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{
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add = HDUtils.s_DefaultHDAdditionalLightData;
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}
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// TODO: Currently color temperature is not handled at runtime, need to expose useColorTemperature publicly
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Color cct = new Color(1.0f, 1.0f, 1.0f);
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#if UNITY_EDITOR
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if (add.useColorTemperature)
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cct = LightUtils.CorrelatedColorTemperatureToRGB(l.colorTemperature);
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#endif
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// TODO: Only take into account the light dimmer when we have real time GI.
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ld.instanceID = l.GetInstanceID();
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ld.color = add.affectDiffuse ? LinearColor.Convert(l.color, l.intensity) : LinearColor.Black();
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ld.color.red *= cct.r;
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ld.color.green *= cct.g;
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ld.color.blue *= cct.b;
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ld.indirectColor = add.affectDiffuse ? LightmapperUtils.ExtractIndirect(l) : LinearColor.Black();
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ld.indirectColor.red *= cct.r;
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ld.indirectColor.green *= cct.g;
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ld.indirectColor.blue *= cct.b;
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// Note that the HDRI is correctly integrated in the GlobalIllumination system, we don't need to do anything regarding it.
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// The difference is that `l.lightmapBakeType` is the intent, e.g.you want a mixed light with shadowmask. But then the overlap test might detect more than 4 overlapping volumes and force a light to fallback to baked.
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// In that case `l.bakingOutput.lightmapBakeType` would be baked, instead of mixed, whereas `l.lightmapBakeType` would still be mixed. But this difference is only relevant in editor builds
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#if UNITY_EDITOR
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ld.mode = LightmapperUtils.Extract(l.lightmapBakeType);
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#else
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ld.mode = LightmapperUtils.Extract(l.bakingOutput.lightmapBakeType);
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#endif
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ld.shadow = (byte)(l.shadows != LightShadows.None ? 1 : 0);
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if (add.lightTypeExtent == LightTypeExtent.Punctual)
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{
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// For HDRP we need to divide the analytic light color by PI (HDRP do explicit PI division for Lambert, but built in Unity and the GI don't for punctual lights)
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// We apply it on both direct and indirect are they are separated, seems that direct is no used if we used mixed mode with indirect or shadowmask bake.
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ld.color.intensity /= Mathf.PI;
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ld.indirectColor.intensity /= Mathf.PI;
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switch (l.type)
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{
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case LightType.Directional:
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ld.orientation.SetLookRotation(l.transform.forward, Vector3.up);
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ld.position = Vector3.zero;
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ld.range = 0.0f;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? (Mathf.Deg2Rad * l.shadowAngle) : 0.0f;
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#else
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ld.shape0 = 0.0f;
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#endif
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ld.shape1 = 0.0f;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Directional;
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ld.falloff = FalloffType.Undefined;
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break;
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case LightType.Spot:
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ld.orientation = l.transform.rotation;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = l.spotAngle * Mathf.Deg2Rad; // coneAngle is the full angle
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ld.innerConeAngle = l.spotAngle * Mathf.Deg2Rad * add.GetInnerSpotPercent01();
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
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#else
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ld.shape0 = 0.0f;
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#endif
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ld.shape1 = 0.0f;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Spot;
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
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/*
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switch (add.spotLightShape)
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{
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case SpotLightShape.Cone:
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break;
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case SpotLightShape.Pyramid:
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break;
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case SpotLightShape.Box:
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break;
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default:
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Debug.Assert(false, "Encountered an unknown SpotLightShape.");
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break;
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}
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*/
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break;
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case LightType.Point:
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ld.orientation = Quaternion.identity;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.shadows != LightShadows.None ? l.shadowRadius : 0.0f;
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#else
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ld.shape0 = 0.0f;
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#endif
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ld.shape1 = 0.0f;
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Point;
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
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break;
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// Note: We don't support this type in HDRP, but ini just in case
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case LightType.Area:
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ld.orientation = l.transform.rotation;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.areaSize.x;
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ld.shape1 = l.areaSize.y;
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#else
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ld.shape0 = 0.0f;
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ld.shape1 = 0.0f;
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#endif
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
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ld.falloff = FalloffType.Undefined;
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break;
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default:
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Debug.Assert(false, "Encountered an unknown LightType.");
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break;
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}
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}
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else if (add.lightTypeExtent == LightTypeExtent.Rectangle)
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{
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ld.orientation = l.transform.rotation;
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ld.position = l.transform.position;
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ld.range = l.range;
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ld.coneAngle = 0.0f;
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ld.innerConeAngle = 0.0f;
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#if UNITY_EDITOR
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ld.shape0 = l.areaSize.x;
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ld.shape1 = l.areaSize.y;
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#else
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ld.shape0 = 0.0f;
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ld.shape1 = 0.0f;
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#endif
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// TEMP: for now, if we bake a rectangle type this will disable the light for runtime, need to speak with GI team about it!
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ld.type = UnityEngine.Experimental.GlobalIllumination.LightType.Rectangle;
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ld.falloff = add.applyRangeAttenuation ? FalloffType.InverseSquared : FalloffType.InverseSquaredNoRangeAttenuation;
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}
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else if (add.lightTypeExtent == LightTypeExtent.Line)
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{
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ld.InitNoBake(ld.instanceID);
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}
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else
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{
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Debug.Assert(false, "Encountered an unknown LightType.");
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}
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return true;
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}
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static public Lightmapping.RequestLightsDelegate hdLightsDelegate = (Light[] requests, NativeArray<LightDataGI> lightsOutput) =>
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{
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// Get all lights in the scene
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LightDataGI ld = new LightDataGI();
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for (int i = 0; i < requests.Length; i++)
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{
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Light l = requests[i];
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#if UNITY_EDITOR
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if (LightmapperUtils.Extract(l.lightmapBakeType) == LightMode.Realtime)
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ld.InitNoBake(l.GetInstanceID());
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else
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LightDataGIExtract(l, ref ld);
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#else
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ld.InitNoBake(l.GetInstanceID());
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#endif
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lightsOutput[i] = ld;
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}
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};
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}
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}
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