Added ShadowScope;
Renamed PBRScope to SurfaceInputsScope;
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@@ -154,7 +154,7 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
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float3 specularColor = 1;
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float anisotropy = 0;
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#ifdef _MASK_MAP
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#ifdef _MASKMAP
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float4 _MaskMap_var = SAMPLE_TEXTURE2D(_MaskMap, sampler_MaskMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
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metallic = _MaskMap_var.x;
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metallic = lerp(_MetallicRemapMin, _MetallicRemapMax, metallic);
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@@ -171,7 +171,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
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shadow *= GetHairShadow(posInput, L);
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#endif
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shadow = saturate(lerp(1.0, shadow, _Set_SystemShadowsToBase));
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#if _SHADING_MODE_SDF
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float angle;
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