|
|
|
|
|
|
SAMPLER2D(sampler_CameraDepthTexture); |
|
|
|
#define SRL_BilinearSampler sampler_CameraDepthTexture // Used for all textures |
|
|
|
|
|
|
|
TEXTURE2D(_CameraDepthTexture); |
|
|
|
TEXTURE2D_FLOAT(_CameraDepthTexture); |
|
|
|
TEXTURE2D(_OcclusionTexture); |
|
|
|
|
|
|
|
float HenyeyGreensteinPhase(float g, float cosTheta) { |
|
|
|