Added terrain and basic terrain textures
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55
Assets/Filamented/FilamentLightLTCGI.cginc
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55
Assets/Filamented/FilamentLightLTCGI.cginc
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#ifndef FILAMENT_LIGHT_LTCGI
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#define FILAMENT_LIGHT_LTCGI
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#if defined(_LTCGI)
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#if defined(_SPECULARHIGHLIGHTS_OFF)
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#define LTCGI_SPECULAR_OFF
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#endif
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#include "Packages/at.pimaker.ltcgi/Shaders/LTCGI_structs.cginc"
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struct accumulator_struct {
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half3 diffuse;
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half3 specular;
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half3 specularIntensity;
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};
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void callback_diffuse(inout accumulator_struct acc, in ltcgi_output output);
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void callback_specular(inout accumulator_struct acc, in ltcgi_output output);
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#define LTCGI_V2_CUSTOM_INPUT accumulator_struct
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#define LTCGI_V2_DIFFUSE_CALLBACK callback_diffuse
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#define LTCGI_V2_SPECULAR_CALLBACK callback_specular
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#include "Packages/at.pimaker.ltcgi/Shaders/LTCGI.cginc"
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void callback_diffuse(inout accumulator_struct acc, in ltcgi_output output) {
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acc.diffuse += output.intensity * output.color;
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}
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void callback_specular(inout accumulator_struct acc, in ltcgi_output output) {
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acc.specular += output.intensity * output.color;
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acc.specularIntensity += output.intensity;
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}
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#endif
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//------------------------------------------------------------------------------
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// LTCGI evaluation
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//------------------------------------------------------------------------------
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// This is a small function to abstract the calls to the LTCGI functions.
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void evaluateLTCGI(const ShadingParams shading, const PixelParams pixel, inout half3 color) {
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#if defined(_LTCGI)
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accumulator_struct acc = (accumulator_struct)0;
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LTCGI_Contribution(
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acc,
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shading.position,
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shading.normal,
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shading.view,
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pixel.perceptualRoughness,
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shading.lightmapUV.xy
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);
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color.rgb += acc.specular + acc.diffuse;
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#endif
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}
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#endif // FILAMENT_LIGHT_LTCGI
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