using UnityEngine.Rendering; 
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namespace UnityEngine.PostProcessing 
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{ 
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    using SSRResolution = ScreenSpaceReflectionModel.SSRResolution; 
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    using SSRReflectionBlendType = ScreenSpaceReflectionModel.SSRReflectionBlendType; 
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    public sealed class ScreenSpaceReflectionComponent : PostProcessingComponentCommandBuffer<ScreenSpaceReflectionModel> 
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    { 
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        static class Uniforms 
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        { 
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            internal static readonly int _RayStepSize                = Shader.PropertyToID("_RayStepSize"); 
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            internal static readonly int _AdditiveReflection         = Shader.PropertyToID("_AdditiveReflection"); 
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            internal static readonly int _BilateralUpsampling        = Shader.PropertyToID("_BilateralUpsampling"); 
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            internal static readonly int _TreatBackfaceHitAsMiss     = Shader.PropertyToID("_TreatBackfaceHitAsMiss"); 
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            internal static readonly int _AllowBackwardsRays         = Shader.PropertyToID("_AllowBackwardsRays"); 
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            internal static readonly int _TraceBehindObjects         = Shader.PropertyToID("_TraceBehindObjects"); 
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            internal static readonly int _MaxSteps                   = Shader.PropertyToID("_MaxSteps"); 
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            internal static readonly int _FullResolutionFiltering    = Shader.PropertyToID("_FullResolutionFiltering"); 
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            internal static readonly int _HalfResolution             = Shader.PropertyToID("_HalfResolution"); 
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            internal static readonly int _HighlightSuppression       = Shader.PropertyToID("_HighlightSuppression"); 
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            internal static readonly int _PixelsPerMeterAtOneMeter   = Shader.PropertyToID("_PixelsPerMeterAtOneMeter"); 
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            internal static readonly int _ScreenEdgeFading           = Shader.PropertyToID("_ScreenEdgeFading"); 
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            internal static readonly int _ReflectionBlur             = Shader.PropertyToID("_ReflectionBlur"); 
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            internal static readonly int _MaxRayTraceDistance        = Shader.PropertyToID("_MaxRayTraceDistance"); 
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            internal static readonly int _FadeDistance               = Shader.PropertyToID("_FadeDistance"); 
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            internal static readonly int _LayerThickness             = Shader.PropertyToID("_LayerThickness"); 
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            internal static readonly int _SSRMultiplier              = Shader.PropertyToID("_SSRMultiplier"); 
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            internal static readonly int _FresnelFade                = Shader.PropertyToID("_FresnelFade"); 
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            internal static readonly int _FresnelFadePower           = Shader.PropertyToID("_FresnelFadePower"); 
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            internal static readonly int _ReflectionBufferSize       = Shader.PropertyToID("_ReflectionBufferSize"); 
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            internal static readonly int _ScreenSize                 = Shader.PropertyToID("_ScreenSize"); 
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            internal static readonly int _InvScreenSize              = Shader.PropertyToID("_InvScreenSize"); 
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            internal static readonly int _ProjInfo                   = Shader.PropertyToID("_ProjInfo"); 
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            internal static readonly int _CameraClipInfo             = Shader.PropertyToID("_CameraClipInfo"); 
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            internal static readonly int _ProjectToPixelMatrix       = Shader.PropertyToID("_ProjectToPixelMatrix"); 
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            internal static readonly int _WorldToCameraMatrix        = Shader.PropertyToID("_WorldToCameraMatrix"); 
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            internal static readonly int _CameraToWorldMatrix        = Shader.PropertyToID("_CameraToWorldMatrix"); 
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            internal static readonly int _Axis                       = Shader.PropertyToID("_Axis"); 
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            internal static readonly int _CurrentMipLevel            = Shader.PropertyToID("_CurrentMipLevel"); 
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            internal static readonly int _NormalAndRoughnessTexture  = Shader.PropertyToID("_NormalAndRoughnessTexture"); 
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            internal static readonly int _HitPointTexture            = Shader.PropertyToID("_HitPointTexture"); 
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            internal static readonly int _BlurTexture                = Shader.PropertyToID("_BlurTexture"); 
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            internal static readonly int _FilteredReflections        = Shader.PropertyToID("_FilteredReflections"); 
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            internal static readonly int _FinalReflectionTexture     = Shader.PropertyToID("_FinalReflectionTexture"); 
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            internal static readonly int _TempTexture                = Shader.PropertyToID("_TempTexture"); 
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        } 
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        // Unexposed variables 
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        bool k_HighlightSuppression = false; 
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        bool k_TraceBehindObjects = true; 
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        bool k_TreatBackfaceHitAsMiss = false; 
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        bool k_BilateralUpsample = true; 
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        enum PassIndex 
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        { 
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            RayTraceStep = 0, 
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            CompositeFinal = 1, 
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            Blur = 2, 
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            CompositeSSR = 3, 
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            MinMipGeneration = 4, 
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            HitPointToReflections = 5, 
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            BilateralKeyPack = 6, 
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            BlitDepthAsCSZ = 7, 
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            PoissonBlur = 8, 
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        } 
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        readonly int[] m_ReflectionTextures = new int[5]; 
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        // Not really needed as SSR only works in deferred right now 
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        public override DepthTextureMode GetCameraFlags() 
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        { 
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            return DepthTextureMode.Depth; 
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        } 
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        public override bool active 
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        { 
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            get 
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            { 
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                return model.enabled 
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                       && context.isGBufferAvailable 
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                       && !context.interrupted; 
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            } 
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        } 
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        public override void OnEnable() 
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        { 
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            m_ReflectionTextures[0] = Shader.PropertyToID("_ReflectionTexture0"); 
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            m_ReflectionTextures[1] = Shader.PropertyToID("_ReflectionTexture1"); 
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            m_ReflectionTextures[2] = Shader.PropertyToID("_ReflectionTexture2"); 
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            m_ReflectionTextures[3] = Shader.PropertyToID("_ReflectionTexture3"); 
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            m_ReflectionTextures[4] = Shader.PropertyToID("_ReflectionTexture4"); 
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        } 
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        public override string GetName() 
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        { 
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            return "Screen Space Reflection"; 
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        } 
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        public override CameraEvent GetCameraEvent() 
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        { 
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            return CameraEvent.AfterFinalPass; 
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        } 
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        public override void PopulateCommandBuffer(CommandBuffer cb) 
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        { 
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            var settings = model.settings; 
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            var camera = context.camera; 
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            // Material setup 
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            int downsampleAmount = (settings.reflection.reflectionQuality == SSRResolution.High) ? 1 : 2; 
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            var rtW = context.width / downsampleAmount; 
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            var rtH = context.height / downsampleAmount; 
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            float sWidth = context.width; 
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            float sHeight = context.height; 
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            float sx = sWidth / 2f; 
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            float sy = sHeight / 2f; 
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            var material = context.materialFactory.Get("Hidden/Post FX/Screen Space Reflection"); 
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            material.SetInt(Uniforms._RayStepSize, settings.reflection.stepSize); 
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            material.SetInt(Uniforms._AdditiveReflection, settings.reflection.blendType == SSRReflectionBlendType.Additive ? 1 : 0); 
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            material.SetInt(Uniforms._BilateralUpsampling, k_BilateralUpsample ? 1 : 0); 
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            material.SetInt(Uniforms._TreatBackfaceHitAsMiss, k_TreatBackfaceHitAsMiss ? 1 : 0); 
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            material.SetInt(Uniforms._AllowBackwardsRays, settings.reflection.reflectBackfaces ? 1 : 0); 
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            material.SetInt(Uniforms._TraceBehindObjects, k_TraceBehindObjects ? 1 : 0); 
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            material.SetInt(Uniforms._MaxSteps, settings.reflection.iterationCount); 
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            material.SetInt(Uniforms._FullResolutionFiltering, 0); 
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            material.SetInt(Uniforms._HalfResolution, (settings.reflection.reflectionQuality != SSRResolution.High) ? 1 : 0); 
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            material.SetInt(Uniforms._HighlightSuppression, k_HighlightSuppression ? 1 : 0); 
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            // The height in pixels of a 1m object if viewed from 1m away. 
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            float pixelsPerMeterAtOneMeter = sWidth / (-2f * Mathf.Tan(camera.fieldOfView / 180f * Mathf.PI * 0.5f)); 
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            material.SetFloat(Uniforms._PixelsPerMeterAtOneMeter, pixelsPerMeterAtOneMeter); 
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            material.SetFloat(Uniforms._ScreenEdgeFading, settings.screenEdgeMask.intensity); 
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            material.SetFloat(Uniforms._ReflectionBlur, settings.reflection.reflectionBlur); 
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            material.SetFloat(Uniforms._MaxRayTraceDistance, settings.reflection.maxDistance); 
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            material.SetFloat(Uniforms._FadeDistance, settings.intensity.fadeDistance); 
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            material.SetFloat(Uniforms._LayerThickness, settings.reflection.widthModifier); 
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            material.SetFloat(Uniforms._SSRMultiplier, settings.intensity.reflectionMultiplier); 
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            material.SetFloat(Uniforms._FresnelFade, settings.intensity.fresnelFade); 
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            material.SetFloat(Uniforms._FresnelFadePower, settings.intensity.fresnelFadePower); 
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            var P = camera.projectionMatrix; 
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            var projInfo = new Vector4( 
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                    -2f / (sWidth * P[0]), 
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                    -2f / (sHeight * P[5]), 
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                    (1f - P[2]) / P[0], 
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                    (1f + P[6]) / P[5] 
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                    ); 
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            var cameraClipInfo = float.IsPositiveInfinity(camera.farClipPlane) ? 
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                new Vector3(camera.nearClipPlane, -1f, 1f) : 
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                new Vector3(camera.nearClipPlane * camera.farClipPlane, camera.nearClipPlane - camera.farClipPlane, camera.farClipPlane); 
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            material.SetVector(Uniforms._ReflectionBufferSize, new Vector2(rtW, rtH)); 
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            material.SetVector(Uniforms._ScreenSize, new Vector2(sWidth, sHeight)); 
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            material.SetVector(Uniforms._InvScreenSize, new Vector2(1f / sWidth, 1f / sHeight)); 
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            material.SetVector(Uniforms._ProjInfo, projInfo); // used for unprojection 
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            material.SetVector(Uniforms._CameraClipInfo, cameraClipInfo); 
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            var warpToScreenSpaceMatrix = new Matrix4x4(); 
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            warpToScreenSpaceMatrix.SetRow(0, new Vector4(sx, 0f, 0f, sx)); 
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            warpToScreenSpaceMatrix.SetRow(1, new Vector4(0f, sy, 0f, sy)); 
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            warpToScreenSpaceMatrix.SetRow(2, new Vector4(0f, 0f, 1f, 0f)); 
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            warpToScreenSpaceMatrix.SetRow(3, new Vector4(0f, 0f, 0f, 1f)); 
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            var projectToPixelMatrix = warpToScreenSpaceMatrix * P; 
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            material.SetMatrix(Uniforms._ProjectToPixelMatrix, projectToPixelMatrix); 
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            material.SetMatrix(Uniforms._WorldToCameraMatrix, camera.worldToCameraMatrix); 
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            material.SetMatrix(Uniforms._CameraToWorldMatrix, camera.worldToCameraMatrix.inverse); 
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            // Command buffer setup 
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            var intermediateFormat = context.isHdr ? RenderTextureFormat.ARGBHalf : RenderTextureFormat.ARGB32; 
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            const int maxMip = 5; 
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            var kNormalAndRoughnessTexture = Uniforms._NormalAndRoughnessTexture; 
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            var kHitPointTexture = Uniforms._HitPointTexture; 
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            var kBlurTexture = Uniforms._BlurTexture; 
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            var kFilteredReflections = Uniforms._FilteredReflections; 
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            var kFinalReflectionTexture = Uniforms._FinalReflectionTexture; 
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            var kTempTexture = Uniforms._TempTexture; 
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            // RGB: Normals, A: Roughness. 
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            // Has the nice benefit of allowing us to control the filtering mode as well. 
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            cb.GetTemporaryRT(kNormalAndRoughnessTexture, -1, -1, 0, FilterMode.Point, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); 
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            cb.GetTemporaryRT(kHitPointTexture, rtW, rtH, 0, FilterMode.Bilinear, RenderTextureFormat.ARGBHalf, RenderTextureReadWrite.Linear); 
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            for (int i = 0; i < maxMip; ++i) 
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            { 
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                // We explicitly interpolate during bilateral upsampling. 
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                cb.GetTemporaryRT(m_ReflectionTextures[i], rtW >> i, rtH >> i, 0, FilterMode.Bilinear, intermediateFormat); 
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            } 
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            cb.GetTemporaryRT(kFilteredReflections, rtW, rtH, 0, k_BilateralUpsample ? FilterMode.Point : FilterMode.Bilinear, intermediateFormat); 
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            cb.GetTemporaryRT(kFinalReflectionTexture, rtW, rtH, 0, FilterMode.Point, intermediateFormat); 
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            cb.Blit(BuiltinRenderTextureType.CameraTarget, kNormalAndRoughnessTexture, material, (int)PassIndex.BilateralKeyPack); 
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            cb.Blit(BuiltinRenderTextureType.CameraTarget, kHitPointTexture, material, (int)PassIndex.RayTraceStep); 
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            cb.Blit(BuiltinRenderTextureType.CameraTarget, kFilteredReflections, material, (int)PassIndex.HitPointToReflections); 
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            cb.Blit(kFilteredReflections, m_ReflectionTextures[0], material, (int)PassIndex.PoissonBlur); 
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            for (int i = 1; i < maxMip; ++i) 
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            { 
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                int inputTex = m_ReflectionTextures[i - 1]; 
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                int lowMip = i; 
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                cb.GetTemporaryRT(kBlurTexture, rtW >> lowMip, rtH >> lowMip, 0, FilterMode.Bilinear, intermediateFormat); 
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                cb.SetGlobalVector(Uniforms._Axis, new Vector4(1.0f, 0.0f, 0.0f, 0.0f)); 
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                cb.SetGlobalFloat(Uniforms._CurrentMipLevel, i - 1.0f); 
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                cb.Blit(inputTex, kBlurTexture, material, (int)PassIndex.Blur); 
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                cb.SetGlobalVector(Uniforms._Axis, new Vector4(0.0f, 1.0f, 0.0f, 0.0f)); 
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                inputTex = m_ReflectionTextures[i]; 
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                cb.Blit(kBlurTexture, inputTex, material, (int)PassIndex.Blur); 
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                cb.ReleaseTemporaryRT(kBlurTexture); 
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            } 
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            cb.Blit(m_ReflectionTextures[0], kFinalReflectionTexture, material, (int)PassIndex.CompositeSSR); 
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            cb.GetTemporaryRT(kTempTexture, camera.pixelWidth, camera.pixelHeight, 0, FilterMode.Bilinear, intermediateFormat); 
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            cb.Blit(BuiltinRenderTextureType.CameraTarget, kTempTexture, material, (int)PassIndex.CompositeFinal); 
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            cb.Blit(kTempTexture, BuiltinRenderTextureType.CameraTarget); 
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            cb.ReleaseTemporaryRT(kTempTexture); 
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        } 
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    } 
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} 
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