Doc about "Surface Shader lighting examples"

On this page in the “Custom GI” section:

inline void LightingStandardToneMappedGI_GI(
                SurfaceOutputStandard s,
                UnityGIInput data,
                inout UnityGI gi)
            {
                LightingStandard_GI(s, data, gi);
   
                gi.light.color = TonemapLight(gi.light.color);
                #ifdef DIRLIGHTMAP_SEPARATE
                    #ifdef LIGHTMAP_ON
                        gi.light2.color = TonemapLight(gi.light2.color);
                    #endif
                    #ifdef DYNAMICLIGHTMAP_ON
                        gi.light3.color = TonemapLight(gi.light3.color);
                    #endif
                #endif
                gi.indirect.diffuse = TonemapLight(gi.indirect.diffuse);
                gi.indirect.specular = TonemapLight(gi.indirect.specular);
            }

UnityGI is defined in UnityLightingCommon.cginc, and has no light2 and light3 members. Is there anything i missunderstand.

Bump. I’m confused about the exact same thing.

i’ve yet to test this but,
i’ve noticed that the custom lighting EXAMPLES (not the 4 function presets) never use Unity GI and even use more arguments than those in the presets. So i thought maybe they just wrote “Unity GI” just to abbreviate : “put any arguments you want as long as they come from the Unity GI struct”.
This is what unity says about the custom lighting function structure to follow:
!(http://

View post on imgur.com
)
!(http://

and here is one of the examples instead
!(http://

you can see how the arguments dont match the types in the first picture where the presets are, or the number of arguments for that matter.
This was very confusing for me and i’ve been struggling myself with passing the data i need through the lighting function, i hope this helps you find the solution.

EDIT: wow i cant get the pictures to work… i’ll just post you the links i snapped the pictures from:
Unity - Manual: Custom lighting models in Surface Shaders 1st pic

https://docs.unity3d.com/Manual/SL-SurfaceShaderLightingExamples.html2nd pic (scroll down to simple specular)))