${VFXBegin:VFXVertexProbeDeclareVaryings} //Store a compacted version of the contributions in the six directions (3xfloat4) #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) #define INDIRECT_INTERPOLATION #else #define INDIRECT_INTERPOLATION nointerpolation #endif INDIRECT_INTERPOLATION float4 bakeDiffuseLighting[3] : BAKEDIFFUSE0; ${VFXEnd} ${VFXBegin:VFXVertexProbeVaryingsMacros} #define VFX_VARYING_BAKE_DIFFUSE_LIGHTING bakeDiffuseLighting ${VFXEnd} ${VFXBegin:VFXVertexProbeFillVaryings} #if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE #if VFX_PRIMITIVE_QUAD || VFX_PRIMITIVE_TRIANGLE || VFX_PRIMITIVE_OCTAGON float4 inTangent = float4(o.VFX_VARYING_TANGENT, 1.0f); #else float4 inTangent = o.VFX_VARYING_TANGENT; #endif GatherDiffuseGIData(o.VFX_VARYING_NORMAL, inTangent, o.VFX_VARYING_POSWS, o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0], o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1], o.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[2]); #endif ${VFXEnd} #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl" #define HAS_LIGHTLOOP #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/SixWayLit/SixWaySmokeLit.hlsl" #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"