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| m_overrideMarkdownText: "# Foam\n\n\n\nA value |
| for foam coverage is packed into the normal map's blue channel. It's converted |
| into a foam mask with a configurable threshold using `saturate(foamStrength * |
| (threshold \u2013 normalMap.b))`. This allows foam variation across ocean profiles. |
| It's multiplied with a detail foam texture. The result is used to lerp between |
| the ocean\u2019s blue albedo color and a configurable foam color. While often |
| left white, a slight tint can be used for specific effects.\n\nShore foam functionality |
| was implemented by sampling the depth buffer and using the depth difference to |
| produce foam along object edges intersecting the water. However, for optimization, |
| it's not used, as it depends on the scene depth texture, and copying it can impact |
| performance.\n\nThe total foam amount masks out underwater effects like subsurface |
| scattering, as heavy foam layers block strong underwater light.\n\n" |
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