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[HDRP] fix shader warning (#5881)
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com.unity.render-pipelines.high-definition/Runtime/Material/MaterialEvaluation.hlsl

Lines changed: 4 additions & 4 deletions
Original file line numberDiff line numberDiff line change
@@ -44,9 +44,9 @@ void AccumulateIndirectLighting(IndirectLighting src, inout AggregateLighting ds
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struct AmbientOcclusionFactor
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{
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real3 indirectAmbientOcclusion;
47-
real directAmbientOcclusion;
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real3 directAmbientOcclusion;
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real3 indirectSpecularOcclusion;
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real directSpecularOcclusion;
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real3 directSpecularOcclusion;
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};
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// Get screen space ambient occlusion only:
@@ -106,8 +106,8 @@ void GetScreenSpaceAmbientOcclusionMultibounce(float2 positionSS, float NdotV, f
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aoFactor.indirectSpecularOcclusion = GTAOMultiBounce(min(specularOcclusionFromData, indirectSpecularOcclusion), fresnel0);
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aoFactor.indirectAmbientOcclusion = GTAOMultiBounce(min(ambientOcclusionFromData, indirectAmbientOcclusion), diffuseColor);
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// Note: when affecting direct lighting we don't used the fake bounce.
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aoFactor.directSpecularOcclusion = directSpecularOcclusion;
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aoFactor.directAmbientOcclusion = directAmbientOcclusion;
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aoFactor.directSpecularOcclusion = directSpecularOcclusion.xxx;
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aoFactor.directAmbientOcclusion = directAmbientOcclusion.xxx;
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}
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void ApplyAmbientOcclusionFactor(AmbientOcclusionFactor aoFactor, inout BuiltinData builtinData, inout AggregateLighting lighting)

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