Added UTSAPI
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@@ -108,7 +108,7 @@ half3 FitWithCurveApprox(half NdotL, half Curvature)
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return lerp(curve0, curve1, mad(oneMinusCurva2, -1.0 * oneMinusCurva2, 1.0));
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}
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DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData, SHADOW_TYPE shadow,
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DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, PreLightData preLightData, SHADOW_TYPE shadow,
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float3 lightColor, float3 V, float3 L, float2 uv,
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float diffuseDimmer, float specularDimmer)
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{
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@@ -117,7 +117,8 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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if (Max3(lightColor.r, lightColor.g, lightColor.b) > 0.0)
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{
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SHADOW_TYPE sharpShadow = smoothstep(0.4, 0.6, shadow);
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// SHADOW_TYPE sharpShadow = smoothstep(0.4, 0.6, shadow);
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SHADOW_TYPE sharpShadow = shadow;
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#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
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sharpShadow *= GetHairShadow(posInput, L);
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#endif
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@@ -143,7 +144,7 @@ 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(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * shadow.x, rampMask), _ShadingIndex).rgb;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex).rgb;
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diffuseTerm = bsdfData.diffuseColor * rampColor * INV_PI;
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specularTerm *= saturate(NdotL) * sharpShadow;
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@@ -187,6 +188,8 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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lighting.specular += rimLightLighting.specular;
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}
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#endif
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// lighting.diffuse = sharpShadow;
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}
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return lighting;
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