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bool enableSss = _EnableSubsurfaceScattering != 0; |
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#endif |
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if (enableSss) |
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// We can enter in this function even if SSS is not enabled in case of material classification per tile |
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// (If there is SSS inside the tile we need to enable the feature for the whole tile with neutral value) |
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// thus why we test != DIFFUSION_PROFILE_NEUTRAL_ID here, to be sure neutral profile don't affect the scene |
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if (enableSss && diffusionProfile != DIFFUSION_PROFILE_NEUTRAL_ID) |
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{ |
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bool performPostScatterTexturing = IsBitSet(asuint(_TexturingModeFlags), diffusionProfile); |
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