224 lines
9.9 KiB
C#
224 lines
9.9 KiB
C#
using UnityEngine.Rendering.HighDefinition.Attributes;
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using UnityEngine.Experimental.Rendering;
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namespace UnityEngine.Rendering.HighDefinition
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{
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partial class Lit : RenderPipelineMaterial
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{
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// Currently we have only one materialId (Standard GGX), so it is not store in the GBuffer and we don't test for it
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// If change, be sure it match what is done in Lit.hlsl: MaterialFeatureFlagsFromGBuffer
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// Material bit mask must match the size define LightDefinitions.s_MaterialFeatureMaskFlags value
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[GenerateHLSL(PackingRules.Exact)]
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public enum MaterialFeatureFlags
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{
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LitStandard = 1 << 0, // For material classification we need to identify that we are indeed use as standard material, else we are consider as sky/background element
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LitSpecularColor = 1 << 1, // LitSpecularColor is not use statically but only dynamically
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LitSubsurfaceScattering = 1 << 2,
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LitTransmission = 1 << 3,
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LitAnisotropy = 1 << 4,
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LitIridescence = 1 << 5,
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LitClearCoat = 1 << 6
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};
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//-----------------------------------------------------------------------------
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// SurfaceData
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//-----------------------------------------------------------------------------
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// Main structure that store the user data (i.e user input of master node in material graph)
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[GenerateHLSL(PackingRules.Exact, false, false, true, 1000)]
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public struct SurfaceData
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{
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[SurfaceDataAttributes("Material Features")]
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public uint materialFeatures;
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// Standard
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Albedo)]
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[SurfaceDataAttributes("Base Color", false, true, FieldPrecision.Real)]
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public Vector3 baseColor;
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[SurfaceDataAttributes("Specular Occlusion", precision = FieldPrecision.Real)]
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public float specularOcclusion;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Normal)]
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[SurfaceDataAttributes(new string[] { "Normal", "Normal View Space" }, true, checkIsNormalized = true)]
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public Vector3 normalWS;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Smoothness)]
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[SurfaceDataAttributes("Smoothness", precision = FieldPrecision.Real)]
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public float perceptualSmoothness;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.AmbientOcclusion)]
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[SurfaceDataAttributes("Ambient Occlusion", precision = FieldPrecision.Real)]
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public float ambientOcclusion;
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Metal)]
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[SurfaceDataAttributes("Metallic", precision = FieldPrecision.Real)]
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public float metallic;
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[SurfaceDataAttributes("Coat mask", precision = FieldPrecision.Real)]
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public float coatMask;
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// MaterialFeature dependent attribute
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// Specular Color
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[MaterialSharedPropertyMapping(MaterialSharedProperty.Specular)]
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[SurfaceDataAttributes("Specular Color", false, true, FieldPrecision.Real)]
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public Vector3 specularColor;
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// SSS
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[SurfaceDataAttributes("Diffusion Profile Hash")]
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public uint diffusionProfileHash;
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[SurfaceDataAttributes("Subsurface Mask", precision = FieldPrecision.Real)]
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public float subsurfaceMask;
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// Transmission
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// + Diffusion Profile
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[SurfaceDataAttributes("Thickness", precision = FieldPrecision.Real)]
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public float thickness;
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// Anisotropic
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[SurfaceDataAttributes("Tangent", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("Anisotropy", precision = FieldPrecision.Real)]
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public float anisotropy; // anisotropic ratio(0->no isotropic; 1->full anisotropy in tangent direction, -1->full anisotropy in bitangent direction)
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// Iridescence
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[SurfaceDataAttributes("Iridescence Layer Thickness", precision = FieldPrecision.Real)]
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public float iridescenceThickness;
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[SurfaceDataAttributes("Iridescence Mask", precision = FieldPrecision.Real)]
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public float iridescenceMask;
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// Forward property only
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[SurfaceDataAttributes(new string[] { "Geometric Normal", "Geometric Normal View Space" }, true, precision = FieldPrecision.Real, checkIsNormalized = true)]
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public Vector3 geomNormalWS;
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// Transparency
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// Reuse thickness from SSS
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[SurfaceDataAttributes("Index of refraction", precision = FieldPrecision.Real)]
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public float ior;
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[SurfaceDataAttributes("Transmittance Color", precision = FieldPrecision.Real)]
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public Vector3 transmittanceColor;
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[SurfaceDataAttributes("Transmittance Absorption Distance", precision = FieldPrecision.Real)]
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public float atDistance;
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[SurfaceDataAttributes("Transmittance Mask", precision = FieldPrecision.Real)]
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public float transmittanceMask;
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};
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//-----------------------------------------------------------------------------
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// BSDFData
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//-----------------------------------------------------------------------------
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[GenerateHLSL(PackingRules.Exact, false, false, true, 1050)]
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public struct BSDFData
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{
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public uint materialFeatures;
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[SurfaceDataAttributes("", false, true, FieldPrecision.Real)]
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public Vector3 diffuseColor;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector3 fresnel0;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float ambientOcclusion; // Caution: This is accessible only if light layer is enabled, otherwise it is 1
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float specularOcclusion;
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[SurfaceDataAttributes(new string[] { "Normal WS", "Normal View Space" }, true, checkIsNormalized: true)]
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public Vector3 normalWS;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float perceptualRoughness;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float coatMask;
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// MaterialFeature dependent attribute
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// SpecularColor fold into fresnel0
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// SSS
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public uint diffusionProfileIndex;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float subsurfaceMask;
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// Transmission
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// + Diffusion Profile
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float thickness;
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public bool useThickObjectMode; // Read from the diffusion profile
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector3 transmittance; // Precomputation of transmittance
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// Anisotropic
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[SurfaceDataAttributes("", true)]
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public Vector3 tangentWS;
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[SurfaceDataAttributes("", true)]
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public Vector3 bitangentWS;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float roughnessT;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float roughnessB;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float anisotropy;
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// Iridescence
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float iridescenceThickness;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float iridescenceMask;
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// ClearCoat
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float coatRoughness; // Automatically fill
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// Forward property only
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[SurfaceDataAttributes(new string[] { "Geometric Normal", "Geometric Normal View Space" }, true, precision = FieldPrecision.Real, checkIsNormalized = true)]
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public Vector3 geomNormalWS;
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// Transparency
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float ior;
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// Reuse thickness from SSS
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public Vector3 absorptionCoefficient;
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[SurfaceDataAttributes(precision = FieldPrecision.Real)]
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public float transmittanceMask;
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};
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//-----------------------------------------------------------------------------
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// GBuffer management
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//-----------------------------------------------------------------------------
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public override bool IsDefferedMaterial() { return true; }
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//-----------------------------------------------------------------------------
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// Init precomputed texture
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//-----------------------------------------------------------------------------
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public Lit() {}
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public override void Build(HDRenderPipelineAsset hdAsset, RenderPipelineResources defaultResources)
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{
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PreIntegratedFGD.instance.Build(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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LTCAreaLight.instance.Build();
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}
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public override void Cleanup()
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{
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PreIntegratedFGD.instance.Cleanup(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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LTCAreaLight.instance.Cleanup();
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}
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public override void RenderInit(CommandBuffer cmd)
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{
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PreIntegratedFGD.instance.RenderInit(PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse, cmd);
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}
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public override void Bind(CommandBuffer cmd)
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{
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PreIntegratedFGD.instance.Bind(cmd, PreIntegratedFGD.FGDIndex.FGD_GGXAndDisneyDiffuse);
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LTCAreaLight.instance.Bind(cmd);
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}
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}
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}
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