Walls have an additional background sprite below the destructible sprite, separate parameters for rgb and alpha lerping in the damage shader
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@@ -53,14 +53,11 @@ namespace Barotrauma
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damageStencil = TextureLoader.FromFile("Content/Map/walldamage.png");
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damageEffect = content.Load<Effect>("damageshader");
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// damageEffect.Parameters["cutoff"].SetValue(0.5f);
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damageEffect.Parameters["xStencil"].SetValue(damageStencil);
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damageEffect.Parameters["aMultiplier"].SetValue(50.0f);
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damageEffect.Parameters["cMultiplier"].SetValue(200.0f);
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lightBlur = new BlurEffect(blurEffect, 0.001f, 0.001f);
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}
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public override void Select()
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@@ -344,8 +341,6 @@ namespace Barotrauma
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null, null,
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damageEffect,
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cam.Transform);
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damageEffect.Parameters["cutoff"].SetValue(-0.2f);
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damageEffect.Parameters["multiplier"].SetValue(5.0f);
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Submarine.DrawDamageable(spriteBatch, damageEffect);
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