#ifndef VOLUMETRIC_FOG_2_APV #define VOLUMETRIC_FOG_2_APV #if UNITY_VERSION >= 202310 && defined(VF2_APV) #if PROBE_VOLUMES_L1 || PROBE_VOLUMES_L2 #include "Packages/com.unity.render-pipelines.core/Runtime/Lighting/ProbeVolume/ProbeVolume.hlsl" void EvaluateAdaptiveProbeVolumeNoNoise(in float3 posWS, out float3 bakeDiffuseLighting) { APVResources apvRes = FillAPVResources(); float3 uvw; if (TryToGetPoolUVW(apvRes, posWS, 0, 0, uvw)) { bakeDiffuseLighting = SAMPLE_TEXTURE3D_LOD(apvRes.L0_L1Rx, s_linear_clamp_sampler, uvw, 0).rgb; } else { bakeDiffuseLighting = EvaluateAmbientProbe(0); } } half3 GetAPVColor(float3 wpos) { float3 gi; EvaluateAdaptiveProbeVolumeNoNoise(wpos, gi); return gi * _APVIntensityMultiplier; } #else half3 GetAPVColor(float3 wpos) { return 0; } #endif // PROBE_VOLUMES_L1 || PROBE_VOLUMES_L2 #endif // UNITY_VERSION >= 202310 && defined(VF2_APV) #endif // VOLUMETRIC_FOG_2_APV