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using System;
using UnityEngine.Rendering;
namespace UnityEngine.Rendering.HighDefinition.LTC
{
struct BRDF_Marschner : IBRDF
{
public double Eval(ref Vector3 _tsView, ref Vector3 _tsLight, float _alpha, out double _pdf)
{
// Uniform sampled over a sphere.
_pdf = 1f / (4f * Math.PI);
return 0f;
}
public void GetSamplingDirection(ref Vector3 _tsView, float _alpha, float _U1, float _U2, ref Vector3 _direction)
{
_direction = Vector3.up;
}
public LTCLightingModel GetLightingModel()
{
return LTCLightingModel.Marschner;
}
}
}