static Color GetLightInnerConeColor(Color wireframeColor)
        {
            Color color = wireframeColor;

            color.a = 0.4f;
            return(RemapLightColor(CoreUtils.ConvertLinearToActiveColorSpace(color.linear)));
        }
        static Color GetLightBehindObjectWireframeColor(Color wireframeColor)
        {
            Color color = wireframeColor;

            color.a = 0.2f;
            return(RemapLightColor(CoreUtils.ConvertLinearToActiveColorSpace(color.linear)));
        }
        void SetupPerFrameShaderConstants()
        {
            // When glossy reflections are OFF in the shader we set a constant color to use as indirect specular
            SphericalHarmonicsL2 ambientSH = RenderSettings.ambientProbe;
            Color linearGlossyEnvColor = new Color(ambientSH[0, 0], ambientSH[1, 0], ambientSH[2, 0]) * RenderSettings.reflectionIntensity;
            Color glossyEnvColor = CoreUtils.ConvertLinearToActiveColorSpace(linearGlossyEnvColor);
            Shader.SetGlobalVector(PerFrameBuffer._GlossyEnvironmentColor, glossyEnvColor);

            // Used when subtractive mode is selected
            Shader.SetGlobalVector(PerFrameBuffer._SubtractiveShadowColor, CoreUtils.ConvertSRGBToActiveColorSpace(RenderSettings.subtractiveShadowColor));
        }