address PR feedback
Signed-off-by: antonmic <56370189+antonmic@users.noreply.github.com>
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@@ -180,7 +180,6 @@ PbrLightingOutput ForwardPassPS_Common(VSOutput IN, bool isFrontFace)
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}
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[earlydepthstencil]
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ForwardPassOutput BasePbr_ForwardPassPS_EDS(VSOutput IN, bool isFrontFace : SV_IsFrontFace)
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{
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ForwardPassOutput OUT;
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@@ -8,6 +8,14 @@
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#pragma once
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// --- Note: About this file ---
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// This file uses #defines to completely strip out certain lighting features from shaders
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// This enables us to avoid code duplication and write an uber-esque shader code and then
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// be able to adjust the code for different use cases (for example basic materials can strip
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// away transimission related code used for foliage). These are different from shader options
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// in that shader options allow more user flexibility to adjust materials at runtime, whereas
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// these #define options are for customizing and optimizing material types (like BasePBR)
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// --- Light Defines ---
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#ifndef ENABLE_AREA_LIGHT_VALIDATION
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-4
@@ -20,10 +20,6 @@ class Surface
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ClearCoatSurfaceData clearCoat;
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#endif
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#if ENABLE_TRANSMISSION
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TransmissionSurfaceData transmission; // This is not actually used for Standard PBR, but must be present for common lighting code to compile
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#endif
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// ------- BasePbrSurfaceData -------
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precise float3 position; //!< Position in world-space
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