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Jul 18th, 2019
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  1.     float4 detailCol@n  = textureMaps[@value(detail_map@n_idx)].Sample(
  2.                                 samplerState@value(detail_map@n_idx),
  3.                                 float3( UV_DETAIL@n( inPs.uv@value(uv_detail@n).xy@insertpiece( offsetDetail@n ) ),
  4.                                         detailMapIdx@n ) ) @property( detail_uv_mix )* 0.5@end ;
  5.  
  6.         @property( detail_uv_mix )
  7.             detailCol@n += textureMaps[@value( detail_map@n_idx )].Sample( samplerState@value( detail_map@n_idx ), float3( UV_DETAIL@n( inPs.uv@value( uv_detail@n ).xy * material.detailOffsetScale[@n].zw * material.detailUvMixData.@insertpiece( detail_swizzle@n ) + material.detailOffsetScale[@n].xy ), detailMapIdx@n ) ) * 0.5;
  8.         @end
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