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@@ -132,6 +132,29 @@ MaterialDef PBR Lighting {
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Boolean UseVertexColor
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Boolean BackfaceShadows : false
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+
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+ Boolean UseFog
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+ Color FogColor
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+ Vector2 LinearFog
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+ Float ExpFog
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+ Float ExpSqFog
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+
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+ Texture2D SunExposureMap
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+ Boolean UseVertexColorsAsSunIntensity
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+ Float StaticSunIntensity
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+ Boolean BrightenIndoorShadows //should be set true when shadows are enabled, in order to prevent areas with low SunExposure from being way too dark when shadows are cast
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+
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+ // debug the final value of the selected layer as a color output
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+ Int DebugValuesMode
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+ // Layers:
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+ // 0 - albedo (un-shaded)
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+ // 1 - normals
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+ // 2 - roughness
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+ // 3 - metallic
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+ // 4 - ao
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+ // 5 - emissive
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+ // 6 - exposure
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+ // 7 - alpha
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}
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Technique {
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@@ -182,6 +205,11 @@ MaterialDef PBR Lighting {
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NUM_MORPH_TARGETS: NumberOfMorphTargets
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NUM_TARGETS_BUFFERS: NumberOfTargetsBuffers
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HORIZON_FADE: HorizonFade
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+ SUNEXPOSUREMAP : SunExposureMap
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+ USE_VERTEX_COLORS_AS_SUN_INTENSITY : UseVertexColorsAsSunIntensity
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+ STATIC_SUN_INTENSITY : StaticSunIntensity
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+ BRIGHTEN_INDOOR_SHADOWS : BrightenIndoorShadows
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+ DEBUG_VALUES_MODE : DebugValuesMode
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}
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}
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