Description
When reading the normal from a SceneTexture node in a DBuffer decal shader, the normal is a mix of the geometry normal (extracted from the depth buffer) and the normal from the reprojected previous frame. When the dot product of the geometry and reprojected normal is below the r.Decal.NormalReprojectionThresholdLow, the geometry normal is used. When that value is above r.Decal.NormalReprojectionThresholdHigh, the reprojected normal is used. Otherwise it uses a lerp between them.