Increase max samples for SSR in forward shading
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@@ -107,7 +107,7 @@ float4 PS_Forward(PixelInput input) : SV_Target0
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Texture2D sceneColorTexture = MATERIAL_REFLECTIONS_SSR_COLOR;
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float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
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float stepSize = ScreenSize.z; // 1 / screenWidth
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float maxSamples = 32;
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float maxSamples = 48;
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float worldAntiSelfOcclusionBias = 0.1f;
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float brdfBias = 0.82f;
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float drawDistance = 5000.0f;
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