Debug.Assert(DiffusionProfileConstants.DIFFUSION_PROFILE_NEUTRAL_ID<=32,"Transmission and Texture flags (32-bit integer) cannot support more than 32 profiles.");
Debug.Assert(DiffusionProfileConstants.DIFFUSION_PROFILE_COUNT<=32,"Transmission and Texture flags (32-bit integer) cannot support more than 32 profiles.");
UpdateCache();
}
worldScales[neutralId]=Vector4.one;
shapeParams[neutralId]=Vector4.zero;
transmissionTintsAndFresnel0[neutralId].w=0.04f;// Match DEFAULT_SPECULAR_VALUE defined in Lit.hlsl
float4 opacityAsDensity = saturate((inputAlphaMask - (float4(1.0, 1.0, 1.0, 1.0) - blendMasks.argb)) * 20.0); // 20.0 is the number of steps in inputAlphaMask (Density mask. We decided 20 empirically)