diff --git a/03-UnrealEngine/卡通渲染相关资料/渲染功能/阴影控制/ToonShadow.md b/03-UnrealEngine/卡通渲染相关资料/渲染功能/阴影控制/ToonShadow.md
index a42b20e..73e396c 100644
--- a/03-UnrealEngine/卡通渲染相关资料/渲染功能/阴影控制/ToonShadow.md
+++ b/03-UnrealEngine/卡通渲染相关资料/渲染功能/阴影控制/ToonShadow.md
@@ -1058,6 +1058,30 @@ float4 GetPerPixelLightAttenuation(float2 UV)
 }
 ```
 
+GetDynamicLighting()
+```c++
+float4 GetDynamicLighting(
+	float3 TranslatedWorldPosition, float3 CameraVector, FGBufferData GBuffer, float AmbientOcclusion, uint ShadingModelID, 
+	FDeferredLightData LightData, float4 LightAttenuation, float Dither, uint2 SVPos, 
+	inout float SurfaceShadow)
+{
+	FDeferredLightingSplit SplitLighting = GetDynamicLightingSplit(
+		TranslatedWorldPosition, CameraVector, GBuffer, AmbientOcclusion, ShadingModelID, 
+		LightData, LightAttenuation, Dither, SVPos, 
+		SurfaceShadow);
+
+	return SplitLighting.SpecularLighting + SplitLighting.DiffuseLighting;
+}
+
+FDeferredLightingSplit GetDynamicLightingSplit(  
+    float3 TranslatedWorldPosition, float3 CameraVector, FGBufferData GBuffer, float AmbientOcclusion, uint ShadingModelID,   
+	FDeferredLightData LightData, float4 LightAttenuation, float Dither, uint2 SVPos,   
+	inout float SurfaceShadow)  
+{  
+    FLightAccumulator LightAccumulator = AccumulateDynamicLighting(TranslatedWorldPosition, CameraVector, GBuffer, AmbientOcclusion, ShadingModelID, LightData, LightAttenuation, Dither, SVPos, SurfaceShadow);  
+    return LightAccumulator_GetResultSplit(LightAccumulator);  
+}
+```
 
 # 半程阴影
 由晨风&Neverwind提出: