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surfaceData.ior = 1.0; |
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surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); |
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surfaceData.atDistance = 1.0; |
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surfaceData.transmittanceMask = 1.0; |
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surfaceData.transmittanceMask = 0.0; |
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#endif |
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surfaceData.coatNormalWS = input.worldToTangent[2].xyz; // Assign vertex normal |
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surfaceData.ior = 1.0; |
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surfaceData.transmittanceColor = float3(1.0, 1.0, 1.0); |
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surfaceData.atDistance = 1000000.0; |
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surfaceData.transmittanceMask = 1.0; |
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surfaceData.transmittanceMask = 0.0; |
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#endif // #if !defined(LAYERED_LIT_SHADER) |
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