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- inline half3 getEnvironmentReflection(in SurfaceData data, in half3 bakedLighting)
- {
- half3 c = bakedLighting * data.diffuse * data.occlusion;
- half3 irradiance = getEnvironmentMap(data, unity_SpecCube0_HDR) * data.occlusion;
- half surfaceReduction = 1.0h / (data.roughness2 + 1.0h);
- half NdotV = dot(data.normal, data.view);
- half fresnelTerm = pow5(1.0h - saturate(NdotV));
- c += surfaceReduction * irradiance * lerp(data.specular, data.grazingTerm, fresnelTerm);
- return c;
- }
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