Update engine materials 92f4327fc2
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@@ -27,6 +27,7 @@ TextureCube EnvProbe : register(t__SRV__);
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TextureCube SkyLightTexture : register(t__SRV__);
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Buffer<float4> ShadowsBuffer : register(t__SRV__);
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Texture2D<float> ShadowMap : register(t__SRV__);
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Texture3D VolumetricFogTexture : register(t__SRV__);
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@4// Forward Shading: Utilities
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@5// Forward Shading: Shaders
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@@ -147,6 +148,18 @@ void PS_Forward(
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// Calculate exponential height fog
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float4 fog = GetExponentialHeightFog(ExponentialHeightFog, materialInput.WorldPosition, ViewPos, 0, gBuffer.ViewPos.z);
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if (ExponentialHeightFog.VolumetricFogMaxDistance > 0)
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{
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// Sample volumetric fog and mix it in
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float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
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float3 viewVector = materialInput.WorldPosition - ViewPos;
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float sceneDepth = length(viewVector);
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float depthSlice = sceneDepth / ExponentialHeightFog.VolumetricFogMaxDistance;
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float3 volumeUV = float3(screenUV, depthSlice);
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float4 volumetricFog = VolumetricFogTexture.SampleLevel(SamplerLinearClamp, volumeUV, 0);
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fog = CombineVolumetricFog(fog, volumetricFog);
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}
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// Apply fog to the output color
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#if MATERIAL_BLEND == MATERIAL_BLEND_OPAQUE
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output = float4(output.rgb * fog.a + fog.rgb, output.a);
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