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- float4 getTexel(Texture2D tex, float2 p, float lod)
- {
- float2 res = textureSize(tex, int(lod) );
- p = p*res + 0.5;
- float2 i = floor(p);
- float2 f = p - i;
- f = f*f*f*(f*(f*6.0-15.0)+10.0);
- p = i + f;
- p = (p - 0.5)/res;
- return Sample2DLod( tex, p, lod );
- }
- // 5 это количество лодов
- RT0.rgb = mix(getTexel(Translucent, SV_Position.xy / Resolution, _Roughness * 5).rgb, Color.rgb, Color.a);
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