Fix volume particles to apply opacity/mask into emission for proper shape
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@@ -225,9 +225,10 @@ void PS_VolumetricFog(Quad_GS2PS input, out float4 VBufferA : SV_Target0, out fl
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Material material = GetMaterialPS(materialInput);
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// Compute fog properties
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material.Opacity *= material.Mask;
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float3 albedo = material.Color;
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float extinction = material.Opacity * material.Mask * 0.001f;
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float3 emission = material.Emissive;
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float extinction = material.Opacity * 0.001f;
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float3 emission = material.Emissive * material.Opacity;
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float3 scattering = albedo * extinction;
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float absorption = max(0.0f, extinction - Luminance(scattering));
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