add : unabomber scene
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@@ -273,7 +273,15 @@ void EnkiBillalFullscreen_float
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float2 uvDistort1 = uv0 + nDistort1 * .025;
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float3 sceneColor2 = SampleSceneColor(uvDistort0);
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sceneColor2 = lerp(sceneColor2, SampleSceneColor(uvDistort1), .3);
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float3 cDistort = saturate(sceneColor2 - sceneColor) * distortAtten;
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// Carry pigment from the closest surface instead of adding a positive RGB
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// difference (which turns dark silhouettes against the sky into white fringes).
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float3 bleedColor = SampleSceneColor(uv0);
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float bleedDepth = depthMeters;
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float sampleDepth0 = LinearEyeDepth(SampleSceneDepth(uvDistort0), _ZBufferParams);
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float sampleDepth1 = LinearEyeDepth(SampleSceneDepth(uvDistort1), _ZBufferParams);
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if (sampleDepth0 < bleedDepth) { bleedColor = SampleSceneColor(uvDistort0); bleedDepth = sampleDepth0; }
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if (sampleDepth1 < bleedDepth) { bleedColor = SampleSceneColor(uvDistort1); }
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float bleedWeight = saturate(length(sceneColor2 - sceneColor) * 1.5) * distortAtten;
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// OUTLINE
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@@ -317,7 +325,7 @@ void EnkiBillalFullscreen_float
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//c = lerp(c, sceneColor2, (greyscale + smoothstep(5, 35, depthMeters) * .8) * .5);
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//c += sceneColor2 * greyscale * .5;
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c = lerp(c, outlineColor, outline);
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c += cDistort * 1.5;
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c = lerp(c, bleedColor, bleedWeight);
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//c = ((c + 1) * (sceneColor2 + 0));
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//c = smoothstep(-.1, 0, np2);
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//c = greyscale;
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@@ -379,4 +387,4 @@ void EnkiBillalFullscreen_float
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//Output = hatchMask;
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//Output = dot(normalWS, viewDir);
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}
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#endif
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#endif
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