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$Material.SubsurfaceScattering: #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1
$Material.Transmission: #define _MATERIAL_FEATURE_TRANSMISSION 1
$Material.Anisotropy: #define _MATERIAL_FEATURE_ANISOTROPY 1
$Material.Iridescence: #define _MATERIAL_FEATURE_IRIDESCENCE 1
$Material.SpecularColor: #define _MATERIAL_FEATURE_SPECULAR_COLOR 1
$Material.ClearCoat: #define _MATERIAL_FEATURE_CLEAR_COAT
$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.EnergyConserving: #define _ENERGY_CONSERVING_SPECULAR 1
$Specular.AA: #define _ENABLE_GEOMETRIC_SPECULAR_AA 1
$RefractionBox: #define _REFRACTION_PLANE 1
$RefractionSphere: #define _REFRACTION_SPHERE 1
$RefractionThin: #define _REFRACTION_THIN 1
#if _MATERIAL_FEATURE_COLORED_TRANSMISSION
// Colored Transmission doesn't support clear coat
#undef _MATERIAL_FEATURE_CLEAR_COAT
#endif
// 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
// This shader support recursive rendering for raytracing
#define HAVE_RECURSIVE_RENDERING
// In Path Tracing, For all single-sided, refractive materials, we want to force a thin refraction model
#if (SHADERPASS == SHADERPASS_PATH_TRACING) && !defined(_DOUBLESIDED_ON) && (defined(_REFRACTION_PLANE) || defined(_REFRACTION_SPHERE))
#undef _REFRACTION_PLANE
#undef _REFRACTION_SPHERE
#define _REFRACTION_THIN
#endif