${VFXBegin:VFXVertexProbeDeclareVaryings} //Store a compacted version of the contributions in the six directions (3xfloat4) #if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2) #define INDIRECT_INTERPOLATION #else #define INDIRECT_INTERPOLATION nointerpolation #endif INDIRECT_INTERPOLATION float4 bakeDiffuseLighting[3] : BAKEDIFFUSE0; ${VFXEnd} ${VFXBegin:VFXVertexProbeVaryingsMacros} #define VFX_VARYING_BAKE_DIFFUSE_LIGHTING bakeDiffuseLighting ${VFXEnd} ${VFXBegin:VFXVertexProbeFillVaryings} #if VFX_MATERIAL_TYPE_SIX_WAY_SMOKE EvaluateProbesSixWay(o); #endif ${VFXEnd} ${VFXBegin:VFXVertexProbeDeclareFunctions} #include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/SixWayLighting.hlsl" void EvaluateProbesSixWay(inout VFX_VARYING_PS_INPUTS input) { float3 positionWS = GetAbsolutePositionWS(input.VFX_VARYING_POSWS); float3 normalWS = input.VFX_VARYING_NORMAL.xyz; float3 tangentWS = input.VFX_VARYING_TANGENT.xyz; GatherDiffuseGIData(positionWS, normalWS, tangentWS, input.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[0], input.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[1], input.VFX_VARYING_BAKE_DIFFUSE_LIGHTING[2]); } ${VFXEnd}