Add dithering to Volumetric Fog to reduce aliasing
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@@ -20,6 +20,7 @@ LightData DirectionalLight;
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LightData SkyLight;
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EnvProbeData EnvironmentProbe;
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ExponentialHeightFogData ExponentialHeightFog;
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VolumetricFogData VolumetricFog;
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float3 Dummy2;
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uint LocalLightsCount;
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LightData LocalLights[MAX_LOCAL_LIGHTS];
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@@ -35,6 +36,7 @@ LightData GetDirectionalLight() { return DirectionalLight; }
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LightData GetSkyLight() { return SkyLight; }
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EnvProbeData GetEnvironmentProbe() { return EnvironmentProbe; }
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ExponentialHeightFogData GetExponentialHeightFog() { return ExponentialHeightFog; }
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VolumetricFogData GetVolumetricFog() { return VolumetricFog; }
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uint GetLocalLightsCount() { return LocalLightsCount; }
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LightData GetLocalLight(uint i) { return LocalLights[i]; }
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@5// Forward Shading: Shaders
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@@ -164,7 +166,7 @@ void PS_Forward(
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{
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// Sample volumetric fog and mix it in
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float2 screenUV = materialInput.SvPosition.xy * ScreenSize.zw;
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float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, ExponentialHeightFog.VolumetricFogGrid, materialInput.WorldPosition - ViewPos, screenUV);
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float4 volumetricFog = SampleVolumetricFog(VolumetricFogTexture, VolumetricFog, materialInput.WorldPosition - ViewPos, screenUV, TemporalAAJitter);
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fog = CombineVolumetricFog(fog, volumetricFog);
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}
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