Added new ramp diffuse ambient mode.
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@@ -139,12 +139,12 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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float NdotL = dot(bsdfData.normalWS, L);
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float halfLambert = 0.5 * NdotL + 0.5;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex, 0.0).rgb;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex).rgb;
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diffuseTerm = bsdfData.diffuseColor * rampColor;
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specularTerm *= saturate(NdotL) * sharpShadow;
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#elif _SHADING_MODE_SDF
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex, 0.0).rgb;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex).rgb;
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diffuseTerm = bsdfData.diffuseColor * rampColor;
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specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;
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