Added translaprent support
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@@ -49,6 +49,7 @@ DirectLighting UtsEvaluateBSDF_Directional(LightLoopContext lightLoopContext, Po
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float3 L = -lightData.forward;
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SHADOW_TYPE shadow = 1.0;
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// TODO: Should we disable the contact shadow?
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#if _RECEIVE_LIGHT_SHADOW_ON
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shadow = EvaluateShadow_Directional(lightLoopContext, posInput, lightData, builtinData, bsdfData.geomNormalWS);
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#endif
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@@ -117,8 +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 = 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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@@ -144,12 +144,12 @@ 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(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex).rgb;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
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diffuseTerm = bsdfData.diffuseColor * rampColor * INV_PI;
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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(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex).rgb;
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float3 rampColor = SAMPLE_TEXTURE2D_ARRAY_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(sdfShadowMask * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
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diffuseTerm = bsdfData.diffuseColor * rampColor * INV_PI;
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specularTerm = (specularTerm + sdfHighlight) * sdfShadowMask * sharpShadow;
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