Remove shadow cascade visualization from unlit variants (#3455)
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@@ -30,10 +30,12 @@ void main() {
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fragColor = evaluateMaterial(inputs);
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#if defined(HAS_DIRECTIONAL_LIGHTING) && defined(HAS_SHADOWING)
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bool visualizeCascades = bool(frameUniforms.cascades & 0x10u);
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if (visualizeCascades) {
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fragColor.rgb *= uintToColorDebug(getShadowCascade());
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}
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#endif
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#if defined(HAS_FOG)
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vec3 view = getWorldPosition() - getWorldCameraPosition();
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