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Screenspace subsurface scattering, and various tweaks
good old SSSSS. tweaked bitmask handling for SSS, is packed in the same buffer as labSSS
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@ -5,6 +5,15 @@ value.indirect_effect.2 = GTAO
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value.indirect_effect.3 = RTAO
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value.indirect_effect.4 = SSGI
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option.SSS_TYPE = SSS Mode
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value.SSS_TYPE.0 = RTX
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value.SSS_TYPE.1 = Hardcoded only
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value.SSS_TYPE.2 = Hardcoded + LabSSS
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value.SSS_TYPE.3 = LabSSS only
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option.SSS_TYPE.comment = Hardcoded means that the shader defines what gets SSS or not. LabSSS means that the resourcepack defines what gets SSS or not. RTX is no SSS at all lmao. i had to steal this formatting, RRe36
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option.ambient_colortype = Coloring Type
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value.ambient_colortype.0 = Temperature
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value.ambient_colortype.1 = RGB
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