/* Common functions used by lighting Material table ///////////////// Anomaly Team 2020 ///////////////// */ #include "common.h" // SSS Settings #include "settings_screenspace_FLORA.h" //////////////////////// //Material table #define MAT_FLORA 0.15f #define MAT_FLORA_ELIPSON 0.04f // Simple subsurface scattering float3 SSS(float3 N, float3 V, float3 L) { float S = saturate(dot(V, -(L + N))) * ssfx_florafixes_2.x; return S * lerp(float3(1.0f, 1.0f, 1.0f), L_sun_color.rgb, ssfx_florafixes_2.y); }