add : deployed uvs for theater & fix sam fog
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@@ -20,6 +20,7 @@ void Fog_float
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float SpikeSpeed,
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float PaintSteps,
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float GrainAmount,
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float FogStartTime,
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out float3 Output,
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out float Alpha
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)
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@@ -28,7 +29,9 @@ void Fog_float
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float depth = distance(camPos, PositionWS);
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float depthAtten = lerp(1, smoothstep(5, 30, depth), DepthAtten);
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float t = _Time.y * .7;
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float t = (_Time.y - FogStartTime) * .7;
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float s = lerp(Scale.x, 1, .3);
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// Base sampling position, scrolling over time
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