wip: Main shader detail map
This commit is contained in:
@@ -2,36 +2,9 @@
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#define ENKI_BILLAL_INCLUDED
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
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//#include "Assets/_Content/Shaders/EnkiBillal/Stripes.hlsl"
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#include "Assets/_Content/Shaders/Include/Noises.hlsl"
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/AmbientOcclusion.hlsl"
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float MainLightShadowAtten(float3 PositionWS, float3 NormalWS, float CastAtten)
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{
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float4 shadowCoord = TransformWorldToShadowCoord(PositionWS);
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Light mainLight = GetMainLight(shadowCoord);
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float lightGradient = dot(normalize(NormalWS), normalize(mainLight.direction));
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lightGradient = smoothstep(-.5, 1, lightGradient);
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float shadow = 1 - mainLight.shadowAttenuation;
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shadow = lerp(0, shadow, lightGradient) * CastAtten;
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shadow = lerp(1, shadow, lightGradient);
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shadow = 1 - shadow;
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return shadow;
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}
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float3 TriplanarMask(float3 NormalWS, float Sharpness)
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{
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float sharpness = Remap(0, 1, 1, 16, smoothstep(0, .9, Sharpness));
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float3 hard = abs(NormalWS) == max(abs(NormalWS.x), max(abs(NormalWS.y), abs(NormalWS.z)));
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float3 blend = pow(abs(NormalWS), sharpness);
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blend /= max(dot(blend, float3(1, 1, 1)), 0.0001);
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blend = lerp(blend, hard, smoothstep(.9, 1, Sharpness));
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return blend;
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}
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float2 RotateUV(float2 UV, float2 Pivot, float Angle)
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{
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float s = sin(Angle);
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@@ -47,34 +20,110 @@ float2 RotateUV(float2 UV, float2 Pivot, float Angle)
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return rotated + Pivot;
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}
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float StableStripes(float x, float depth, float width, float smooth)
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float3 GetScale(float3 PivotWS)
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{
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float phase = frac(depth);
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float index = floor(depth);
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float scale = exp2(-index);
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float rawX = x * scale - 0.5;
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float cellIndex = floor(rawX);
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float2 uv = float2(frac(rawX), phase);
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float isContinuing = abs(fmod(cellIndex, 2));
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float w = lerp(width, lerp(-smooth, width * 2, isContinuing), uv.y);
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float s = smooth;
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return smoothstep(w + s, w - s, abs(uv.x - .5) * 2);
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return float3
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(
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length(TransformObjectToWorld(float3(1, 0, 0)) - PivotWS),
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length(TransformObjectToWorld(float3(0, 1, 0)) - PivotWS),
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length(TransformObjectToWorld(float3(0, 0, 1)) - PivotWS)
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);
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}
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float WorldStripes()
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float GetShadow(float3 PositionWS)
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{
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/*float StripesScale = StripesDensity;
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//float StripesWidth = .5;
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//float StripesSmooth = .05;
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float4 shadowCoord = TransformWorldToShadowCoord(PositionWS);
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// Octahedral face normals (4 faces + 3 world axes)
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float3 octaFaceNormals[7] =
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Light mainLight = GetMainLight(shadowCoord);
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float shadow = 1 - mainLight.shadowAttenuation;
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#if defined(_ADDITIONAL_LIGHTS)
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uint lightsCount = GetAdditionalLightsCount();
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[loop]
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for (uint i = 0; i < lightsCount; i++)
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{
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Light light = GetAdditionalLight(i, PositionWS);
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shadow = max(shadow, 1 - light.shadowAttenuation);
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}
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#endif
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return saturate(shadow);
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}
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float4 SampleBombedTexture
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(
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UnityTexture2D Tex,
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float2 UV
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)
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{
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const float cellBlend = 4;
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float2 cell = floor(UV);
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float2 local = frac(UV);
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float4 result = 0;
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float weightSum = 0;
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[unroll]
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for (int y = 0; y < 2; y++)
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{
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[unroll]
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for (int x = 0; x < 2; x++)
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{
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float2 currentCell = cell + float2(x, y);
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float2 randomOffset = (Hash2D(currentCell) - .5) * .35;
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float randomAngle = Hash1From2D(currentCell) * TWO_PI;
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float2 center = float2(x, y) + randomOffset;
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float2 delta = local - center;
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float weight =
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pow(saturate(1 - abs(delta.x)), cellBlend) *
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pow(saturate(1 - abs(delta.y)), cellBlend);
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float2 sampleUV = UV + randomOffset;
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sampleUV = RotateUV
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(
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sampleUV,
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currentCell + .5,
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randomAngle
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);
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result += Tex.tex.Sample
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(
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Tex.samplerstate,
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sampleUV
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) * weight;
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weightSum += weight;
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}
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}
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return result / max(weightSum, 1e-5);
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}
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struct ProjectionData
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{
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float2 uv[7];
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float mask[7];
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};
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ProjectionData GetProjections
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(
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float3 PositionOS,
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float3 NormalOS,
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float Blend
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)
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{
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ProjectionData data;
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float3 normal = normalize(NormalOS);
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float3 projectionNormals[7] =
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{
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normalize(float3(1, 1, 1)),
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normalize(float3(-1, 1, 1)),
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@@ -85,226 +134,105 @@ float WorldStripes()
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float3(0, 0, 1)
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};
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// Octahedral blending mask
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float sharpness = Remap(0, 1, 1, 16, smoothstep(0, .9, TriplanarBlend));
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float octaMask[7];
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float hardMax = -1;
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int hardIdx = 0;
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for (int i = 0; i < 7; i++)
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{
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float d = abs(dot(NormalWS, octaFaceNormals[i]));
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octaMask[i] = pow(saturate(d), sharpness);
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if (d > hardMax)
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{
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hardMax = d;
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hardIdx = i;
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}
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}
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float sharpness = lerp(2, 32, saturate(Blend));
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float maskSum = 0;
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for (int i = 0; i < 7; i++)
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maskSum += octaMask[i];
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for (int i = 0; i < 7; i++)
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octaMask[i] /= max(maskSum, 0.0001);
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float hardFactor = smoothstep(.9, 1, TriplanarBlend);
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for (int i = 0; i < 7; i++)
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{
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float hard = (i == hardIdx) ? 1.0 : 0.0;
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octaMask[i] = lerp(octaMask[i], hard, hardFactor);
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}
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// Patern
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float3 stripesPos = PositionWS;
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float3 stripesPos0 = stripesPos; // + PerlinColor3D(PositionWS, .63) * .10;
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float3 stripesPos1 = stripesPos; // + PerlinColor3D(PositionWS, 5.7) * .02;
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float width = StripesWidth; // * .5;
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float smooth = max(StripesSmooth, 1e-5);
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float stripes0 = 0;
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float stripes1 = 0;
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[unroll]
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for (int i = 0; i < 7; i++)
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{
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float3 n = octaFaceNormals[i];
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float3 n = projectionNormals[i];
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float d = abs(dot(normal, n));
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data.mask[i] = pow(saturate(d), sharpness);
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maskSum += data.mask[i];
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float3 up = abs(n.y) < .999
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? float3(0, 1, 0)
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: float3(1, 0, 0);
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float3 up = abs(n.y) < 0.999 ? float3(0, 1, 0) : float3(1, 0, 0);
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float3 tangent = normalize(cross(up, n));
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float3 bitangent = normalize(cross(n, tangent));
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float3 ref = normalize(mainLightDir - dot(mainLightDir, n) * n);
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float3 axis = normalize(up - dot(up, n) * n);
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float angle = -atan2(dot(cross(axis, ref), n), dot(axis, ref));
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float2 p0 = RotateUV(float2(dot(stripesPos0, tangent), dot(stripesPos0, bitangent)), 0, angle) * StripesScale;
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float2 p1 = (RotateUV(float2(dot(stripesPos1, tangent), dot(stripesPos1, bitangent)), 0, angle) + .5) * StripesScale;
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float stripe0 = StableStripes(p0.x, log2(depth), width, smooth);
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float stripe1 = StableStripes(p1.x + p1.y, log2(depth), width, smooth);
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stripes0 += stripe0 * octaMask[i];
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stripes1 += stripe1 * octaMask[i];
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data.uv[i] = float2
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(
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dot(PositionOS, tangent),
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dot(PositionOS, bitangent)
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);
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}
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//float stripes = stripes0 * smoothstep(.5, 0, lightGradient);
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float stripes = max(stripes0, stripes1 * .5);
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stripes *= smoothstep(.5, 0, lightGradient) * smoothstep(.97, .93, ao);*/
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return 0;
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}
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maskSum = max(maskSum, 1e-5);
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float WorldDistort(float3 PositionWS, float3 NormalWS, float Angle, float TriplanarBlend)
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{
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float StripesScale = 60;
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// Octahedral face normals (4 faces + 3 world axes)
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float3 octaFaceNormals[7] =
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{
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normalize(float3(1, 1, 1)),
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normalize(float3(-1, 1, 1)),
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normalize(float3(1, -1, 1)),
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normalize(float3(-1, -1, 1)),
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float3(1, 0, 0),
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float3(0, 1, 0),
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float3(0, 0, 1)
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};
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// Octahedral blending mask
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float sharpness = Remap(0, 1, 1, 16, smoothstep(0, .9, TriplanarBlend));
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float octaMask[7];
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float hardMax = -1;
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int hardIdx = 0;
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for (int i = 0; i < 7; i++)
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{
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float d = abs(dot(NormalWS, octaFaceNormals[i]));
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octaMask[i] = pow(saturate(d), sharpness);
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if (d > hardMax)
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{
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hardMax = d;
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hardIdx = i;
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}
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}
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float maskSum = 0;
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for (int i = 0; i < 7; i++)
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maskSum += octaMask[i];
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for (int i = 0; i < 7; i++)
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octaMask[i] /= max(maskSum, 0.0001);
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float hardFactor = smoothstep(.9, 1, TriplanarBlend);
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for (int i = 0; i < 7; i++)
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{
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float hard = (i == hardIdx) ? 1.0 : 0.0;
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octaMask[i] = lerp(octaMask[i], hard, hardFactor);
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}
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// Patern
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float stripes = 0;
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[unroll]
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for (int i = 0; i < 7; i++)
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{
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float3 n = octaFaceNormals[i];
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data.mask[i] /= maskSum;
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float3 up = abs(n.y) < 0.999 ? float3(0, 1, 0) : float3(1, 0, 0);
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float3 tangent = normalize(cross(up, n));
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float3 bitangent = normalize(cross(n, tangent));
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float angle = i / 7.0 * PI;
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float2 p = RotateUV(float2(dot(PositionWS, tangent), dot(PositionWS, bitangent)), 0, angle) * StripesScale;
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float stripe = cos(p.x);
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stripes += stripe * octaMask[i];
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}
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return stripes;
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return data;
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}
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void EnkiBillal_float
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(
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float4 Color,
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UnityTexture2D DetailTex,
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float2 ScreenUV,
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float3 PositionWS,
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float3 PositionOS,
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float3 NormalWS,
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float3 NormalOS,
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float3 ObjectScale,
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float TriplanarBlend,
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float StripesDensity,
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float StripesWidth,
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float StripesSmooth,
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int Step,
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float ProjectionsBlend,
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out float3 Output
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)
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{
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float3 scaledPositionOS = PositionOS * ObjectScale;
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// Common
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float depth = length(PositionWS - _WorldSpaceCameraPos.xyz);
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//Light mainLight = GetMainLight(0);
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float3 mainLightDir = normalize(float3(1, -1, 1)); //normalize(float3(0, 13, 8) - PositionWS); //float3(0, -1, 0);//normalize(mainLight.direction);
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float lightGradient = dot(normalize(NormalWS), normalize(mainLightDir));
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lightGradient = smoothstep(-.5, 1, lightGradient);
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float3 pivotWS = TransformObjectToWorld(float3(0, 0, 0));
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float3 scale = GetScale(pivotWS);
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float3 positionOS = TransformWorldToObject(PositionWS) * scale;
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float3 normalOS = normalize(TransformWorldToObjectDir(NormalWS));
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//float ao = GetScreenSpaceAmbientOcclusion(ScreenUV).directAmbientOcclusion;
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// Shadow
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float shadowMask = lightGradient;//MainLightShadowAtten(PositionWS, NormalWS, .8);
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float shadowAtten = Remap(0, 1, .6, 1, shadowMask);
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float shadow = GetShadow(PositionWS);
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float shadowAtten = Remap(1, 0, .6, 1, shadow);
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// Grain
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/*float grain = ValueNoise3DLOD(PositionWS, scaledPositionOS, 600, 3.5);
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float grainMin = lerp(.4, .8, shadowMask);
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float grainAtten = Remap(0, 1, grainMin, 1, grain);
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// Dirt
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float dirt = FBMNoise3D(scaledPositionOS, 1, 3, 2, .5);
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float dirtMin = lerp(.2, .7, shadowMask);
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float dirtAtten = Remap(0, 1, dirtMin, 1, dirt);*/
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// Stripes
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// float stripes = WorldStripes();
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// Detail
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float4 detail = 0;
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// Test
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ProjectionData projections = GetProjections
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(
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positionOS,
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normalOS,
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ProjectionsBlend
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);
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//float test = ValueNoise3D(PositionWS, 40);
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//float test = PerlinNoise3D(PositionWS, 40);
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//float test = PerlinNoise3DLOD(PositionWS, 100, 3.5);
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//float test = SimplexNoise3D(PositionWS, 40);
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//float test = WorleyNoise3D(PositionWS, 40, 1);
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//float id;
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//float test = VoronoiNoise3D(PositionWS, 10, 1, .05, id);
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//float test = FBMNoise3D(PositionWS, 10, 2, 2, .5);
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//float test = RidgedNoise3D(PositionWS, 10, 2, 2, .5);
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/*float3 pWS = scaledPositionOS;
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float n0 = PerlinNoise3D(pWS, 2);
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float distort = WorldDistort(pWS + n0 * .2, NormalWS, 1, TriplanarBlend);
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float3 p = pWS + n0 * 2 + distort * smoothstep(.5, .7, n0) * .06;
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float grad = 0;
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float cell = 0;
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VoronoiNoise3D_float(p, 2, 1, 1, grad, cell);
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float3 v = cell * .8;// * (grad + distort * .1);
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v += smoothstep(.05, .02, grad) * smoothstep(.4, .7, n0) * 2;
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float3 c = Color * lerp(.9, 1, v);*/
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float totalMask = 0;
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[unroll]
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for (int i = 0; i < 7; i++)
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{
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float mask = projections.mask[i];
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detail += SampleBombedTexture
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(
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DetailTex,
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projections.uv[i]
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) * mask;
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totalMask += mask;
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}
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detail /= max(totalMask, 1e-5);
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// Output
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//Output = 1;
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//if (Step > 0 ) Output *= Color;
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//if (Step > 1 ) Output *= grainAtten;
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//if (Step > 2 ) Output *= dirtAtten;
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//if (Step > 3 ) Output *= shadowAtten;
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//if (Step > 4 ) Output = lerp(Output, Output * .1, stripes * .8);
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Output = Color;
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//Output = PerlinColor3D(PositionWS, 5);
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//Output = smoothstep(.97, .93, ao);
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Output = Color.rgb;
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Output = lerp(Color.rgb, Color.rgb * detail.rgb, detail.a);
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//Output *= shadowAtten;
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}
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#endif
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#endif
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