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Add support for refractive materials. This would require a refractive material shader which reads from the forward-lit render target. It should provide the following support:
Refract opaque materials, particles and self-lit (emissive materials)
Rough refractions, select downsampled mip of lighting buffer to sample from based on roughness
Add support for refractive materials. This would require a refractive material shader which reads from the forward-lit render target. It should provide the following support:
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