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//
// This file was automatically generated from Assets/ScriptableRenderPipeline/HDRenderPipeline/Material/Lit/SubsurfaceScatteringProfile.cs. Please don't edit by hand.
//
#ifndef SUBSURFACESCATTERINGPROFILE_CS_HLSL
#define SUBSURFACESCATTERINGPROFILE_CS_HLSL
//
// UnityEngine.Experimental.Rendering.HDPipeline.SssConstants: static fields
//
#define SSS_N_PROFILES (8)
#define SSS_NEUTRAL_PROFILE_ID (7)
#define SSS_N_SAMPLES_NEAR_FIELD (55)
#define SSS_N_SAMPLES_FAR_FIELD (21)
#define SSS_LOD_THRESHOLD (4)
#define SSS_TRSM_MODE_NONE (0)
#define SSS_TRSM_MODE_THIN (1)
#define SSS_BASIC_N_SAMPLES (11)
#define SSS_BASIC_DISTANCE_SCALE (3)
#endif