Hull/domain tessellation with height-map displacement, occlusion map with strength/contrast controls, height-weighted brightness multiplier, standard PBR (base/normal/metallic/smoothness). ComplexLit pattern (UniversalForwardOnly) so custom shading survives Deferred+; ShadowCaster/DepthOnly/DepthNormalsOnly all run through the same displacement domain. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
10 lines
204 B
Plaintext
10 lines
204 B
Plaintext
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