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Reduce blob shadow intensity in half
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@ -85,7 +85,7 @@ float3 DoBlobShadows(float3 worldPos, float3 lighting)
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}
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shadowFactor = saturate(shadowFactor);
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return lighting * saturate(1.0f - (1.0f - shadowFactor) * SHADOW_INTENSITY);
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return lighting * saturate(1.0f - (1.0f - shadowFactor) * (SHADOW_INTENSITY * 0.5f));
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}
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float3 DoShadow(float3 worldPos, float3 normal, float3 lighting, float bias)
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