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Unity Surface Shader - Deferred lighting viewDir and lightDir
I would like to know if this is possible to have access or maybe calculate the viewDir and lightDir inside half4 Lighting_PrePass (SurfaceOutput s, half4 light);
Concerning viewDir, I would like to avoid adding it in the SurfaceOutput.
Is it possible to access viewDir and lightDir in deferred lighting ?
Thank you.
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