// Copyright Epic Games, Inc. All Rights Reserved. #pragma once #include "/Engine/Private/MaterialCache/MaterialCacheABuffer.ush" FMaterialCacheABuffer BlendMaterialCacheFixedFunctionLerp(in FMaterialCacheABuffer Bottom, in FMaterialCacheABuffer Top, float Weight) { FMaterialCacheABuffer Out = (FMaterialCacheABuffer)0; Out.BaseColor = lerp(Bottom.BaseColor, Top.BaseColor, Weight); Out.Tangent = lerp(Bottom.Tangent, Top.Tangent, Weight); Out.Roughness = lerp(Bottom.Roughness, Top.Roughness, Weight); Out.Specular = lerp(Bottom.Specular, Top.Specular, Weight); Out.Metallic = lerp(Bottom.Metallic, Top.Metallic, Weight); Out.Opacity = lerp(Bottom.Opacity, Top.Opacity, Weight); Out.WorldPositionOffset = lerp(Bottom.WorldPositionOffset, Top.WorldPositionOffset, Weight); return Out; }