Added UtsEvaluateBSDF_MatCapDiffuse;
Added UtsEvaluateBSDF_MatCapSpecular;
This commit is contained in:
@@ -127,6 +127,19 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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}
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}
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}
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if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
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{
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uint i = 0; // Declare once to avoid the D3D11 compiler warning.
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for (i = 0; i < _DirectionalLightCount; ++i)
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{
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if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
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{
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DirectLighting direct = UtsEvaluateShading_Directional(context, posInput, builtinData, _DirectionalLightDatas[i], bsdfData, preLightData, V);
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AccumulateDirectLighting(direct, aggregateLighting);
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}
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}
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}
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if (featureFlags & (LIGHTFEATUREFLAGS_ENV | LIGHTFEATUREFLAGS_SKY | LIGHTFEATUREFLAGS_SSREFRACTION | LIGHTFEATUREFLAGS_SSREFLECTION))
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{
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@@ -154,76 +167,80 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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// 3. Sky Reflection
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// Apply SSR.
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#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
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#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
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{
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IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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#endif
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#endif
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float3 lightInReflDir = 0;
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#ifdef _INDIRECT_DIFFUSE_OFF
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float3 lightInReflDir = 0.0;
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#ifdef _INDIRECT_DIFFUSE_OFF
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#elif _INDIRECT_DIFFUSE_IBL
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bool replaceBakeDiffuseLighting = false;
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#if !defined(_SURFACE_TYPE_TRANSPARENT) // No SSGI/RTGI/Mixed effect on transparent
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if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
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{
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replaceBakeDiffuseLighting = true;
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}
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#endif
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#elif _INDIRECT_DIFFUSE_IBL
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bool replaceBakeDiffuseLighting = false;
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#if !defined(_SURFACE_TYPE_TRANSPARENT) // No SSGI/RTGI/Mixed effect on transparent
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if (_IndirectDiffuseMode != INDIRECTDIFFUSEMODE_OFF)
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{
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replaceBakeDiffuseLighting = true;
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}
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#endif
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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if (!builtinData.isLightmap)
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{
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replaceBakeDiffuseLighting = true;
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}
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#endif
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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if (!builtinData.isLightmap)
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{
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replaceBakeDiffuseLighting = true;
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}
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#endif
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#if defined(LIGHT_EVALUATION_SKIP_INDIRECT_DIFFUSE)
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replaceBakeDiffuseLighting = false;
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#endif
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if (replaceBakeDiffuseLighting)
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{
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UtsEvaluateBSDF_BakeDiffuse(posInput, preLightData, bsdfData, V, builtinData, lightInReflDir);
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}
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#elif _INDIRECT_DIFFUSE_MATCAP
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UtsEvaluateMatCap(posInput, bsdfData, 0.0, builtinData);
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#elif _INDIRECT_DIFFUSE_RAMP
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UtsEvaluateRamp(posInput, bsdfData, builtinData);
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#endif
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#if defined(LIGHT_EVALUATION_SKIP_INDIRECT_DIFFUSE)
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replaceBakeDiffuseLighting = false;
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#endif
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if (replaceBakeDiffuseLighting)
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{
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UtsEvaluateBSDF_BakeDiffuse(posInput, preLightData, bsdfData, V, builtinData, lightInReflDir);
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}
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#elif _INDIRECT_DIFFUSE_MATCAP
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//builtinData.bakeDiffuseLighting = UtsEvaluateColor_MatCap(posInput.positionWS, bsdfData.normalWS, 0.0);
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UtsEvaluateBSDF_MatCapDiffuse(posInput.positionWS, bsdfData.normalWS, builtinData);
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#elif _INDIRECT_DIFFUSE_RAMP
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UtsEvaluateBSDF_Ramp(posInput, bsdfData, builtinData);
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#endif
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if (featureFlags & LIGHTFEATUREFLAGS_ENV)
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{
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#if _INDIRECT_SPECULAR_OFF
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#elif _INDIRECT_SPECULAR_IBL
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context.sampleReflection = SINGLE_PASS_CONTEXT_SAMPLE_REFLECTION_PROBES;
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#if SCALARIZE_LIGHT_LOOP
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#if SCALARIZE_LIGHT_LOOP
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if (fastPath)
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{
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envLightStart = envStartFirstLane;
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}
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#endif
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#endif
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// Scalarized loop, same rationale of the punctual light version
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uint v_envLightListOffset = 0;
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uint v_envLightIdx = envLightStart;
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#if NEED_TO_CHECK_HELPER_LANE
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#if NEED_TO_CHECK_HELPER_LANE
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// On some platform helper lanes don't behave as we'd expect, therefore we prevent them from entering the loop altogether.
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// IMPORTANT! This has implications if ddx/ddy is used on results derived from lighting, however given Lightloop is called in compute we should be
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// sure it will not happen.
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bool isHelperLane = WaveIsHelperLane();
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while (!isHelperLane && v_envLightListOffset < envLightCount)
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#else
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#else
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while (v_envLightListOffset < envLightCount)
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#endif
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#endif
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{
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v_envLightIdx = FetchIndex(envLightStart, v_envLightListOffset);
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#if SCALARIZE_LIGHT_LOOP
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#if SCALARIZE_LIGHT_LOOP
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uint s_envLightIdx = ScalarizeElementIndex(v_envLightIdx, fastPath);
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#else
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#else
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uint s_envLightIdx = v_envLightIdx;
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#endif
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#endif
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if (s_envLightIdx == -1)
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{
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break;
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@@ -242,14 +259,14 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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if (IsMatchingLightLayer(s_envLightData.lightLayers, builtinData.renderingLayers))
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{
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IndirectLighting lighting = UtsEvaluateBSDF_Env(context, posInput, preLightData, s_envLightData, bsdfData, s_envLightData.influenceShapeType, GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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if (s_envLightData.normalizeWithAPV > 0 && all(lightInReflDir >= 0))
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{
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float factor = GetReflectionProbeNormalizationFactor(lightInReflDir, bsdfData.normalWS, s_envLightData.L0L1, s_envLightData.L2_1, s_envLightData.L2_2);
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lighting.specularReflected *= factor;
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}
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#endif
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#endif
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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@@ -257,9 +274,13 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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}
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}
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#elif _INDIRECT_SPECULAR_MATCAP
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IndirectLighting lighting = UtsEvaluateBSDF_MatCapSpecular(posInput.positionWS, bsdfData, preLightData);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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#endif
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}
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#if _INDIRECT_SPECULAR_IBL
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// Only apply the sky IBL if the sky texture is available
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if ((featureFlags & LIGHTFEATUREFLAGS_SKY) && _EnvLightSkyEnabled)
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{
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@@ -272,24 +293,11 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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// Only apply the sky if we haven't yet accumulated enough IBL lighting.
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if (reflectionHierarchyWeight < 1.0)
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{
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IndirectLighting lighting = UtsEvaluateBSDF_Env(context, posInput, preLightData, envLightSky, bsdfData, envLightSky.influenceShapeType,
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GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
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IndirectLighting lighting = UtsEvaluateBSDF_Env(context, posInput, preLightData, envLightSky, bsdfData, envLightSky.influenceShapeType, GPUIMAGEBASEDLIGHTINGTYPE_REFLECTION, reflectionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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}
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}
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}
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if (featureFlags & LIGHTFEATUREFLAGS_DIRECTIONAL)
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{
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uint i = 0; // Declare once to avoid the D3D11 compiler warning.
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for (i = 0; i < _DirectionalLightCount; ++i)
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{
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if (IsMatchingLightLayer(_DirectionalLightDatas[i].lightLayers, builtinData.renderingLayers))
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{
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DirectLighting direct = UtsEvaluateShading_Directional(context, posInput, builtinData, _DirectionalLightDatas[i], bsdfData, V);
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AccumulateDirectLighting(direct, aggregateLighting);
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}
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}
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#endif
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}
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UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
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