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- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingMacros.hlsl"
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracing.hlsl"
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
- #if (SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT) || (SHADERPASS == SHADERPASS_RAYTRACING_FORWARD) || (SHADERPASS == SHADERPASS_PATH_TRACING)
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/ShaderVariablesRaytracingLightLoop.hlsl"
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
- #endif
- #define ATTRIBUTES_NEED_TEXCOORD0
- #define ATTRIBUTES_NEED_NORMAL
- #define ATTRIBUTES_NEED_TANGENT
- #if SHADERPASS == SHADERPASS_RAYTRACING_GBUFFER
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/Deferred/RaytracingIntersectonGBuffer.hlsl"
- #else
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingIntersection.hlsl"
- #endif
- #if (SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT) || (SHADERPASS == SHADERPASS_RAYTRACING_FORWARD) || (SHADERPASS == SHADERPASS_PATH_TRACING)
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
- #define HAS_LIGHTLOOP
- #endif
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
- #if (SHADERPASS != SHADERPASS_PATH_TRACING)
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/StandardLit/StandardLit.hlsl"
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitRaytracing.hlsl"
- #else
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitPathTracing.hlsl"
- #endif
- #if (SHADERPASS == SHADERPASS_RAYTRACING_INDIRECT) || (SHADERPASS == SHADERPASS_RAYTRACING_FORWARD)
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RaytracingLightLoop.hlsl"
- #endif
- #include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/Raytracing/Shaders/RayTracingCommon.hlsl"
- #include "InTerra_TerrainLitData.hlsl"
- #include "InTerra_TerrainLit_Splatmap.hlsl"
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