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Jun 24th, 2020
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  1. float4 getTexel(Texture2D tex, float2 p, float lod)
  2. {
  3.     float2 res = textureSize(tex, int(lod) );
  4.     p = p*res + 0.5;
  5.  
  6.     float2 i = floor(p);
  7.     float2 f = p - i;
  8.     f = f*f*f*(f*(f*6.0-15.0)+10.0);
  9.     p = i + f;
  10.  
  11.     p = (p - 0.5)/res;
  12.     return Sample2DLod( tex, p, lod );
  13. }
  14.  
  15. // 5 это количество лодов
  16. RT0.rgb = mix(getTexel(Translucent, SV_Position.xy / Resolution, _Roughness * 5).rgb, Color.rgb, Color.a);
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