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#define SDPBR_MATERIAL_VER 100
#include "../../shader/sdPBRMaterialHead.fxsub"

void SetMaterialParam(inout Material m, float3 n, float3 l, float3 Eye, float2 uv)
{
    m.subsurface = 0.5;    //È©¤ÎÆ©ÌÀ´¶¤òÄ´À°¤Ç¤­¤Þ¤¹¡£Ä㤯¤¹¤ë¤È¸Ç¤¤´¶¤¸¤ÎÈéÉæ¤Ë¤Ê¤ê¤Þ¤¹
    m.specular = 0.35;    //È©¤Ï0.35¤È·è¤Þ¤Ã¤Æ¤¤¤ë¤é¤·¤¤¡£¸½¼ÂÀ¤³¦¤Î¥¹¥Ú¥­¥å¥éÃÍ
    m.clearcoat = 0.3;    //¥¯¥ê¥¢¥³¡¼¥È¤Î¶¯¤µ¤ò»ØÄꤷ¤Þ¤¹¡£¥Ë¥¹¤ä¥ï¥Ã¥¯¥¹¤òÅɤä¿Êª¼Á¤äÈé»é¤Îɽ¸½¤Ê¤É¤Ë»È¤¤¤Þ¤¹¡£¶¯¤¯¤¹¤ë¤È¥ª¥¤¥ê¡¼¤ÊÈ©¤Ë¤Ê¤ë
    m.clearcoatGloss = 0.3;    //¥¯¥ê¥¢¥³¡¼¥È¤Î¥Æ¥«¤ê¤Î±Ô¤µ¤ò»ØÄꤷ¤Þ¤¹(1-roughness¤Ë¤ª¤ª¤à¤ÍÁêÅö¤·¤Þ¤¹)
    m.normalLoops = 20;    //È©¤ÎË¡Àþ¥Þ¥Ã¥×¤ÎºÙ¤«¤µ¤ò»ØÄꤷ¤Þ¤¹¡£Â礭¤¤¤Û¤É¤­¤áºÙ¤«¤¯¤Ê¤ê¤Þ¤¹
    m.normalScale = 1;    //È©¤ÎË¡Àþ¥Þ¥Ã¥×¤Î¶¯¤µ¤ò»ØÄꤷ¤Þ¤¹¡£Â礭¤¤¤Û¤É¥Ü¥³¥Ü¥³¤·¤¿È©¤Ë¤Ê¤ê¤Þ¤¹
    m.roughness = 0.65;    //ɽÌ̤ÎÁƤµ¡£È©¤ËÈ¿¼Í¤¹¤ë¸÷¤òɽ¸½¤Ç¤­¤ë
    m.roughnessLoops = 20;    //¥é¥Õ¥Í¥¹¥Þ¥Ã¥×¤ÎºÙ¤«¤µ¡¢Æ±¤¸¥Æ¥¯¥¹¥Á¥ã²èÁü¤Ê¤éLoopsÃͤÏÅý°ì¤·¤¿Êý¤¬Îɤ¤
}

#define PREINTEGRATED_SKIN    //È©ÍѤÎÉÁ²è¤Ë¤Ê¤ë¡¢sdSSSSS¤ò»ÈÍѤ¹¤ë¤Î¤ËɬÍ×

#define TEXTURE_PACK0 "¤³¤³¤Ï´Ä¶­¤Ë¤è¤Ã¤ÆÊѤï¤ë/ºîÀ®¤µ¤ì¤¿¥Æ¥¯¥¹¥Á¥ã²èÁü.png"
#define ROUGHNESS_FROM ROUGHNESS_FROM_PACK0
#define ROUGHNESS_CHANNEL r
#define NORMAL_FROM NORMAL_FROM_PACK0
#define NORMAL_CHANNEL gb

#include "../../shader/sdPBRMaterialTail.fxsub"
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    m.shadowVisibility = 0.3;
    m.SSDOVisibility = 0.3;
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