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$Material.EyeCinematic: #define _MATERIAL_FEATURE_EYE_CINEMATIC 1
$Material.EyeCinematicWithCaustic: #define _MATERIAL_FEATURE_EYE_CAUSTIC_LUT 1
$Material.SubsurfaceScattering: #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
$AmbientOcclusion: #define _AMBIENT_OCCLUSION 1
$SpecularOcclusionFromAO: #define _SPECULAR_OCCLUSION_FROM_AO 1
$SpecularOcclusionFromAOBentNormal: #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1
$SpecularOcclusionCustom: #define _SPECULAR_OCCLUSION_CUSTOM 1
$Specular.AA: #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
// If we use subsurface scattering, enable output split lighting (for forward pass)
#if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT)
#define OUTPUT_SPLIT_LIGHTING
#endif