public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
        {
            // TODO: Some kind of sort?

            foreach (var cubemap in lightShaderGroupsPerSkybox)
            {
                shaderEntry.EnvironmentLights.Add(cubemap.Value);
            }
        }
 public abstract void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry);
 public override void UpdateShaderPermutationEntry(ForwardLightingRenderFeature.LightShaderPermutationEntry shaderEntry)
 {
     shaderEntry.EnvironmentLights.Add(lightShaderGroup);
 }