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#include "Decal.hlsl"
DECLARE_DBUFFER_TEXTURE(_DBufferTexture);
void AddDecalContribution(uint2 unPositionSS, inout SurfaceData surfaceData)
{
if(_EnableDBuffer)
{
FETCH_DBUFFER(DBuffer, _DBufferTexture, unPositionSS);
DecalSurfaceData decalSurfaceData;
DECODE_FROM_DBUFFER(DBuffer, decalSurfaceData);
surfaceData.baseColor.xyz = lerp(surfaceData.baseColor.xyz, decalSurfaceData.baseColor.xyz, decalSurfaceData.baseColor.w);
surfaceData.normalWS.xyz = normalize(lerp(surfaceData.normalWS.xyz, decalSurfaceData.normalWS.xyz, decalSurfaceData.normalWS.w));
surfaceData.metallic = lerp(surfaceData.metallic, decalSurfaceData.mask.x, decalSurfaceData.mask.z);
surfaceData.ambientOcclusion = lerp(surfaceData.ambientOcclusion, decalSurfaceData.mask.y, decalSurfaceData.mask.z);
surfaceData.perceptualSmoothness = lerp(surfaceData.perceptualSmoothness, decalSurfaceData.mask.w, decalSurfaceData.mask.z);
}
}