#ifndef VOLUMETRIC_FOG_2_SHADOWS_URP #define VOLUMETRIC_FOG_2_SHADOWS_URP #if VF2_RECEIVE_SHADOWS float GetLightAttenuation(float3 wpos) { float4 shadowCoord = TransformWorldToShadowCoord(wpos); float atten = MainLightRealtimeShadow(shadowCoord); return atten; } #endif #endif // VOLUMETRIC_FOG_2_SHADOWS_URP