Add Global Illumination sampling option to transparent materials (eg. particles)
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@@ -97,6 +97,11 @@ float4 PS_Forward(PixelInput input) : SV_Target0
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light += GetLighting(ViewPos, localLight, gBuffer, shadowMask, true, isSpotLight);
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}
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// Calculate lighting from Global Illumination
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#if USE_GI
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light += GetGlobalIlluminationLighting(gBuffer);
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#endif
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// Calculate reflections
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#if USE_REFLECTIONS
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float3 reflections = SampleReflectionProbe(ViewPos, EnvProbe, EnvironmentProbe, gBuffer.WorldPos, gBuffer.Normal, gBuffer.Roughness).rgb;
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