#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Common/AtmosphericScatteringRayTracing.hlsl" #if (SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER) void FitToStandardLit( BSDFData bsdfData , BuiltinData builtinData , uint2 positionSS , out StandardBSDFData outStandardlit ) { ZERO_INITIALIZE(StandardBSDFData, outStandardlit); // Output is not to be lit // The inverse current exposure multiplier needs to only be applied to the color as it need to be brought to the current exposure value, the emissive // color is already in the right exposure space. outStandardlit.emissiveAndBaked = (bsdfData.color * GetInverseCurrentExposureMultiplier() + builtinData.emissiveColor); outStandardlit.isUnlit = 1; // Be cause this will not be lit, we need to apply atmospheric scattering right away ApplyFogAttenuation(WorldRayOrigin(), WorldRayDirection(), RayTCurrent(), outStandardlit.emissiveAndBaked, true); } #endif