Update custom pass to global custom pass
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@@ -1,5 +1,3 @@
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#define unity_ColorSpaceDielectricSpec half4(0.04, 0.04, 0.04, 1 - 0.04)
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// _preIntegratedFGD and _CubemapLD are unique for each BRDF
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IndirectLighting EvaluateBSDF_Env(LightLoopContext lightLoopContext,
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float3 V, PositionInputs posInput,
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@@ -171,7 +169,7 @@ float3 ComputeIndirectDiffuse(PositionInputs posInput, BSDFData bsdfData, float3
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}
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//Compelete the indirect lighting
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indirectDiffuse = indirectDiffuse * bsdfData.diffuseColor * _BaseColor;
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indirectDiffuse = indirectDiffuse * bsdfData.diffuseColor.rgb * _BaseColor.rgb;
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//SSAO
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if(_ReceivesSSAO == 1)
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@@ -204,8 +202,8 @@ float3 ComputeIndirectSpecular(LightLoopContext lightLoopContext, PositionInputs
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float NdotV = saturate(dot(bsdfData.normalWS, V));
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indirectSpecular = SampleSkyTexture(reflect(-V, bsdfData.normalWS), mip, 0).rgb;
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float3 specColor = lerp(unity_ColorSpaceDielectricSpec, albedo, surfaceData.metallic);;
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float oneMinusReflectivity = unity_ColorSpaceDielectricSpec.a * (1 - surfaceData.metallic);
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float3 specColor = lerp(ColorSpaceDielectricSpec.rgb, albedo, surfaceData.metallic);
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float oneMinusReflectivity = ColorSpaceDielectricSpec.a * (1 - surfaceData.metallic);
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float grazingTerm = saturate((1 - bsdfData.perceptualRoughness) + (1 - oneMinusReflectivity));
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//Reflection Probe
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