Shader code cleanupand bug fix.
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@@ -137,7 +137,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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#ifndef LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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GetCountAndStart(posInput, LIGHTCATEGORY_PUNCTUAL, lightStart, lightCount);
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#else // LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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#else
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lightCount = _PunctualLightCount;
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lightStart = 0;
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#endif
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@@ -374,9 +374,17 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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#endif
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}
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#ifndef _LIGHT_BASE_RIM_LIGHT_ON
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_RIM_LIGHT))
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{
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DirectLighting lighting = UtsEvaluateLighting_RimLight(posInput, bsdfData, preLightData);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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#endif
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
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{
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DirectLighting lighting = UtsEvaluateAngelRing(fragInputs, bsdfData.normalWS, V);
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DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
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AccumulateDirectLighting(lighting, aggregateLighting);
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}
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