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using System;
using Unity.Mathematics;
using static Unity.Mathematics.math;
// Christer_Ericson-Real-Time_Collision_Detection
// p.164
public static bool ConeOnPlanePositiveSide(float3 planeNormal, float3 planePosition, float3 lightPos, float lightRange, float3 lightDir, float radius)
{
float vertexDistance = dot(lightPos - planePosition, planeNormal);
float negatePlaneNormal = vertexDistance < 0.0f?-1.0f:1.0f;