Shader code cleanup;
Added punctual light evaluation in light loop;
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@@ -167,7 +167,7 @@ void Frag(PackedVaryingsToPS packedInput,
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SurfaceData tempSurfaceData;
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BuiltinData builtinData;
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GetSurfaceAndBuiltinData(input, V, posInput, tempSurfaceData, builtinData);
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UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V, UV0);
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UTSSurfaceData surfaceData = GetUTSSurfaceData(input, V, UV0.xy);
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UtsBSDFData bsdfData = ConvertUTSSurfaceDataToUTSBSDFData(surfaceData);
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#define UNITY_PROJ_COORD(a) a
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@@ -243,7 +243,7 @@ void Frag(PackedVaryingsToPS packedInput,
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// We directly calculate custome main light during the light loop in upper code to avoid extra calculation
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//customMainLight = GetCustomMainLightData(builtinData, mainPunctualLight);
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#if _SDFShadow || (_RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW)
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#if _SHADOW_MODE_SDF || (_RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW)
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float3 defaultLightDirection = normalize(UNITY_MATRIX_V[2].xyz + UNITY_MATRIX_V[1].xyz);
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float3 defaultLightColor = saturate(max(float3(0.05, 0.05, 0.05) * _Unlit_Intensity, max(ShadeSH9(float4(0.0, 0.0, 0.0, 1.0)), ShadeSH9(float4(0.0, -1.0, 0.0, 1.0)).rgb) * _Unlit_Intensity));
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@@ -261,7 +261,7 @@ void Frag(PackedVaryingsToPS packedInput,
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float systemShadowValue = lerp(1.0f, saturate(customMainLight.shadowValue * 2.0f), _Set_SystemShadowsToBase);
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#endif
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#ifdef _SDFShadow
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#if _SHADOW_MODE_SDF
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// modified by Suomi @ 20230902 - SDFResult is used to sample SDF texture on the correct side
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float angle;
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