Add **Depth Offset to materials**
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@@ -426,6 +426,9 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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info.BlendMode != MaterialBlendMode::Opaque &&
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EnumHasAnyFlags(info.UsageFlags, MaterialUsageFlags::UseRefraction) &&
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(info.FeaturesFlags & MaterialFeaturesFlags::DisableDistortion) == MaterialFeaturesFlags::None;
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const bool useDepthOffset =
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(info.Domain == MaterialDomain::Surface) &&
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EnumHasAnyFlags(info.UsageFlags, MaterialUsageFlags::UseDepthOffset);
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// @formatter:off
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static const char* Numbers[] =
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@@ -496,6 +499,7 @@ void Material::InitCompilationOptions(ShaderCompilationOptions& options)
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options.Macros.Add({ "USE_FORWARD", Numbers[useForward ? 1 : 0] });
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options.Macros.Add({ "USE_DEFERRED", Numbers[isSurfaceOrTerrainOrDeformable && info.BlendMode == MaterialBlendMode::Opaque ? 1 : 0] });
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options.Macros.Add({ "USE_DISTORTION", Numbers[useDistortion ? 1 : 0] });
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options.Macros.Add({ "USE_DEPTH_OFFSET", Numbers[useDepthOffset ? 1 : 0] });
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#endif
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}
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