//UNITY_SHADER_NO_UPGRADE #ifndef GLTF_HLSL_INCLUDE #define GLTF_HLSL_INCLUDE /// This is a replacement for HDRP's Emission Node that compiles/works on other targets as well void glTFast_HDRP_GetEmissionHDRColor_float(float3 Color, float ExposureWeight, out float3 Output) { float3 hdrColor = Color; #if SHADEROPTIONS_PRE_EXPOSITION // ExposureWeight Only in HDRP #ifdef SHADERGRAPH_PREVIEW float inverseExposureMultiplier = 1.0; #else float inverseExposureMultiplier = GetInverseCurrentExposureMultiplier(); #endif // Inverse pre-expose using _EmissiveExposureWeight weight hdrColor = lerp(hdrColor * inverseExposureMultiplier, hdrColor, ExposureWeight); #endif Output = hdrColor; } #endif