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Added recast navmesh.
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@@ -5355,7 +5355,7 @@ void RayGen()
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}
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float outputAo = isSkeletal ? lerp(ao, 1.0, 0.55) : ao;
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finalColor *= clamp(outputAo + 0.6, 0.0, 1.0);
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finalColor *= clamp(outputAo + 0.3, 0.0, 1.0);
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// Volumetric light scattering is radiance in the camera ray, not surface
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// reflectance, so add it after surface albedo/specular composition. Because
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