feat: Main shader detailMap A & B
This commit is contained in:
@@ -49,6 +49,14 @@ Material:
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m_Texture: {fileID: 2800000, guid: 2da59fbd756c92a4bb2018abf06c4e07, type: 3}
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m_Texture: {fileID: 2800000, guid: 2da59fbd756c92a4bb2018abf06c4e07, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _DetailMapA:
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m_Texture: {fileID: 2800000, guid: ac9246e67e5a7074891004cac50fa17b, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMapB:
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m_Texture: {fileID: 2800000, guid: 9d9cc54c701e4c747acf8fa345bccb58, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _EnkiBillalCustomFunction_c5d342277052409f87283f2c60ccf3a1_DetailTex_13_Texture2D:
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- _EnkiBillalCustomFunction_c5d342277052409f87283f2c60ccf3a1_DetailTex_13_Texture2D:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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@@ -84,16 +92,22 @@ Material:
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- _ClipInvert: 0
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- _ClipInvert: 0
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- _Cull: 2
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- _Cull: 2
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- _Cutoff: 0.5
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- _Cutoff: 0.5
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- _DetailIntensityA: 0.5
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- _DetailIntensityB: 0.5
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- _DetailSize: 1
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- _DetailSize: 1
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- _DetailSizeA: 0.8
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- _DetailSizeB: 1
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- _DstBlend: 0
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- _DstBlend: 0
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- _DstBlendAlpha: 0
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- _DstBlendAlpha: 0
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- _FogMax: 15
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- _FogMax: 15
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- _FogMin: 0
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- _FogMin: 0
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- _FogUse: 0
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- _GrainSize: 0.4
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- _GrainSize: 0.4
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- _GrainStrength: 0.2
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- _GrainStrength: 0.2
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- _HighlightMax: 1
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- _HighlightMax: 1
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- _HighlightMin: 0.5
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- _HighlightMin: 0.5
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- _MaskID: 0
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- _MaskID: 0
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- _NormaStrength: 1
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- _ProjectionBlend: 0.1
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- _ProjectionBlend: 0.1
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- _QueueControl: 0
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- _QueueControl: 0
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- _QueueOffset: 0
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- _QueueOffset: 0
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@@ -53,6 +53,14 @@ Material:
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m_Texture: {fileID: 2800000, guid: 2da59fbd756c92a4bb2018abf06c4e07, type: 3}
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m_Texture: {fileID: 2800000, guid: 2da59fbd756c92a4bb2018abf06c4e07, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Offset: {x: 0, y: 0}
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- _DetailMapA:
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m_Texture: {fileID: 2800000, guid: ac9246e67e5a7074891004cac50fa17b, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMapB:
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m_Texture: {fileID: 2800000, guid: 9d9cc54c701e4c747acf8fa345bccb58, type: 3}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- _DetailMask:
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- _DetailMask:
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m_Texture: {fileID: 0}
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Scale: {x: 1, y: 1}
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@@ -110,13 +118,18 @@ Material:
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- _Cull: 2
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- _Cull: 2
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- _Cutoff: 0.5
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- _Cutoff: 0.5
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- _DetailAlbedoMapScale: 1
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- _DetailAlbedoMapScale: 1
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- _DetailIntensityA: 0.5
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- _DetailIntensityB: 0.5
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- _DetailNormalMapScale: 1
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- _DetailNormalMapScale: 1
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- _DetailSize: 1
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- _DetailSize: 1
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- _DetailSizeA: 0.8
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- _DetailSizeB: 1
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- _DstBlend: 0
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- _DstBlend: 0
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- _EnvironmentReflections: 1
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- _FogMax: 15
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- _FogMax: 15
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- _FogMin: 0
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- _FogMin: 0
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- _FogUse: 0
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- _GlossMapScale: 0
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- _GlossMapScale: 0
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- _Glossiness: 0
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- _Glossiness: 0
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- _GlossyReflections: 0
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@@ -3,9 +3,21 @@
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@@ -845,6 +925,42 @@
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||||||
@@ -5167,6 +5692,24 @@
|
|||||||
"m_Space": 0
|
"m_Space": 0
|
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}
|
}
|
||||||
|
|
||||||
|
{
|
||||||
|
"m_SGVersion": 0,
|
||||||
|
"m_Type": "UnityEditor.ShaderGraph.Texture2DInputMaterialSlot",
|
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|
"m_ObjectId": "ff6c536b7e9945728e74c95b9150ffe4",
|
||||||
|
"m_Id": 13,
|
||||||
|
"m_DisplayName": "DetailTexA",
|
||||||
|
"m_SlotType": 0,
|
||||||
|
"m_Hidden": false,
|
||||||
|
"m_ShaderOutputName": "DetailTexA",
|
||||||
|
"m_StageCapability": 3,
|
||||||
|
"m_BareResource": false,
|
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"m_Texture": {
|
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"m_SerializedTexture": "",
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"m_Guid": ""
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},
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|
"m_DefaultType": 0
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}
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{
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{
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"m_SGVersion": 0,
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"m_SGVersion": 0,
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"m_Type": "UnityEditor.ShaderGraph.CategoryData",
|
"m_Type": "UnityEditor.ShaderGraph.CategoryData",
|
||||||
|
|||||||
@@ -54,15 +54,15 @@ float GetShadow(float3 PositionWS)
|
|||||||
void GetDetailLOD
|
void GetDetailLOD
|
||||||
(
|
(
|
||||||
float Depth,
|
float Depth,
|
||||||
float DetailSize,
|
float DetailSizeA,
|
||||||
float LODJitter,
|
float LODJitter,
|
||||||
out float DetailSizeA,
|
out float DetailSizeAA,
|
||||||
out float DetailSizeB,
|
out float DetailSizeAB,
|
||||||
out float LODBlend
|
out float LODBlend
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
const float lodRatio = 4;
|
const float lodRatio = 4;
|
||||||
const float lodSize = DetailSize / lodRatio * 2;
|
const float lodSize = DetailSizeA / lodRatio * 2;
|
||||||
|
|
||||||
float dist = max(Depth, 1e-5);
|
float dist = max(Depth, 1e-5);
|
||||||
float lod = log(dist) / log(lodRatio) + LODJitter; // log2(dist);
|
float lod = log(dist) / log(lodRatio) + LODJitter; // log2(dist);
|
||||||
@@ -72,8 +72,8 @@ void GetDetailLOD
|
|||||||
|
|
||||||
LODBlend = lodFrac * lodFrac * (3 - 2 * lodFrac);
|
LODBlend = lodFrac * lodFrac * (3 - 2 * lodFrac);
|
||||||
|
|
||||||
DetailSizeA = lodSize * pow(lodRatio, lodFloor);
|
DetailSizeAA = lodSize * pow(lodRatio, lodFloor);
|
||||||
DetailSizeB = lodSize * pow(lodRatio, lodFloor + 1);
|
DetailSizeAB = lodSize * pow(lodRatio, lodFloor + 1);
|
||||||
}
|
}
|
||||||
|
|
||||||
float4 SampleBombedTexture
|
float4 SampleBombedTexture
|
||||||
@@ -201,7 +201,7 @@ float4 SampleProjectedDetailLOD
|
|||||||
float3 PositionOS,
|
float3 PositionOS,
|
||||||
float3 NormalOS,
|
float3 NormalOS,
|
||||||
float ProjectionBlend,
|
float ProjectionBlend,
|
||||||
float DetailSize,
|
float DetailSizeA,
|
||||||
float Depth
|
float Depth
|
||||||
)
|
)
|
||||||
{
|
{
|
||||||
@@ -225,30 +225,30 @@ float4 SampleProjectedDetailLOD
|
|||||||
|
|
||||||
float lodJitter = (Hash1From2D(floor(projections.uv[i] * lodJitterSize) + i * 17.13) - .5) * lodJitterStrength;
|
float lodJitter = (Hash1From2D(floor(projections.uv[i] * lodJitterSize) + i * 17.13) - .5) * lodJitterStrength;
|
||||||
|
|
||||||
float detailSizeA;
|
float DetailSizeAA;
|
||||||
float detailSizeB;
|
float DetailSizeAB;
|
||||||
float lodBlend;
|
float lodBlend;
|
||||||
|
|
||||||
GetDetailLOD
|
GetDetailLOD
|
||||||
(
|
(
|
||||||
Depth,
|
Depth,
|
||||||
DetailSize,
|
DetailSizeA,
|
||||||
lodJitter,
|
lodJitter,
|
||||||
detailSizeA,
|
DetailSizeAA,
|
||||||
detailSizeB,
|
DetailSizeAB,
|
||||||
lodBlend
|
lodBlend
|
||||||
);
|
);
|
||||||
|
|
||||||
float4 detailA = SampleBombedTexture
|
float4 detailA = SampleBombedTexture
|
||||||
(
|
(
|
||||||
DetailTex,
|
DetailTex,
|
||||||
projections.uv[i] / detailSizeA
|
projections.uv[i] / DetailSizeAA
|
||||||
);
|
);
|
||||||
|
|
||||||
float4 detailB = SampleBombedTexture
|
float4 detailB = SampleBombedTexture
|
||||||
(
|
(
|
||||||
DetailTex,
|
DetailTex,
|
||||||
projections.uv[i] / detailSizeB
|
projections.uv[i] / DetailSizeAB
|
||||||
);
|
);
|
||||||
|
|
||||||
detail += lerp(detailA, detailB, lodBlend) * mask;
|
detail += lerp(detailA, detailB, lodBlend) * mask;
|
||||||
@@ -261,12 +261,16 @@ float4 SampleProjectedDetailLOD
|
|||||||
void EnkiBillal_float
|
void EnkiBillal_float
|
||||||
(
|
(
|
||||||
float4 Color,
|
float4 Color,
|
||||||
UnityTexture2D DetailTex,
|
UnityTexture2D DetailTexA,
|
||||||
|
UnityTexture2D DetailTexB,
|
||||||
float2 ScreenUV,
|
float2 ScreenUV,
|
||||||
float3 PositionWS,
|
float3 PositionWS,
|
||||||
float3 NormalWS,
|
float3 NormalWS,
|
||||||
float ProjectionsBlend,
|
float ProjectionsBlend,
|
||||||
float DetailSize,
|
float DetailIntensityA,
|
||||||
|
float DetailIntensityB,
|
||||||
|
float DetailSizeA,
|
||||||
|
float DetailSizeB,
|
||||||
uint FogUse,
|
uint FogUse,
|
||||||
float4 FogColor,
|
float4 FogColor,
|
||||||
float FogMin,
|
float FogMin,
|
||||||
@@ -294,25 +298,38 @@ void EnkiBillal_float
|
|||||||
|
|
||||||
// Detail
|
// Detail
|
||||||
|
|
||||||
float4 detail = SampleProjectedDetailLOD
|
float4 detailA = SampleProjectedDetailLOD
|
||||||
(
|
(
|
||||||
DetailTex,
|
DetailTexA,
|
||||||
positionOS,
|
positionOS,
|
||||||
normalOS,
|
normalOS,
|
||||||
ProjectionsBlend,
|
ProjectionsBlend,
|
||||||
DetailSize,
|
DetailSizeA,
|
||||||
depth
|
depth
|
||||||
|
|
||||||
);
|
);
|
||||||
|
|
||||||
float detailMask = smoothstep(0, .8, detail.a);
|
float4 detailB = SampleProjectedDetailLOD
|
||||||
|
(
|
||||||
|
DetailTexB,
|
||||||
|
positionOS,
|
||||||
|
normalOS,
|
||||||
|
ProjectionsBlend,
|
||||||
|
DetailSizeB,
|
||||||
|
depth
|
||||||
|
|
||||||
|
);
|
||||||
|
|
||||||
|
float detailMaskA = smoothstep(0, .8, detailA.a);
|
||||||
|
float detailMaskB = smoothstep(0, .8, detailB.a);
|
||||||
|
|
||||||
// Fog
|
// Fog
|
||||||
|
|
||||||
// Output
|
// Output
|
||||||
|
|
||||||
Output = Color.rgb;
|
Output = Color.rgb;
|
||||||
Output = lerp(Output.rgb, detail.rgb, detailMask);
|
Output = lerp(Output.rgb, detailA.rgb, detailMaskA * DetailIntensityA);
|
||||||
|
Output = lerp(Output.rgb, detailB.rgb, detailMaskB * DetailIntensityB);
|
||||||
|
|
||||||
if (FogUse)
|
if (FogUse)
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{
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{
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Reference in New Issue
Block a user