Added new stocking scope to shader gui;
Added new stocking surface feature; Added unity 6.3 support; Fixed the issue that ssr weight does not blend ibl and ssr properly; Fixed the issue that material recive ssr regardless of specular ambient mode;
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@@ -191,6 +191,13 @@ Shader "HDRP/Toon"
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_IndirectSpecularIntensity("Indirect Specular Intensity", Range(0, 5)) = 1.0
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_SSRWeight("SSR Weight", Range(0.0, 1.0)) = 1.0
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// Angel Rings
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
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_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
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_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
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_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
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// Rim Light
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_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
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_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
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@@ -216,12 +223,12 @@ Shader "HDRP/Toon"
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_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
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_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
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// Angel Rings
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
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_AngelRingIntensity("Angel Ring Intensity", Range(0, 10)) = 1
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_AngelRingOffsetU("Angel Ring Offset U", Range(0, 1)) = 0
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_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
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// Stocking
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_StockingFresnelWidth("Stocking Fresnel Width", Range(0, 10)) = 2.0
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[PowerSlider(2.0)]_StockingSparkleSpacing("Stocking Sparking Spacing", Range(64.0, 1024.0)) = 128.0
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_StockingSparkleAmount("Stocking Sparking Amount", Range(0, 2)) = 1.0
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_StockingSparkleSize("Stocking Sparking Intensity", Range(0, 2)) = 0.5
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_StockingSparkleIntensity("Stocking Sparking Intensity", Range(0, 10)) = 1.0
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// Outline
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[PassPopup(Outline)] _OutlineState("Outline State", Integer) = 1
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@@ -821,6 +828,8 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _SPECULARCOLORMAP
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#pragma shader_feature_local_fragment _EMISSIVE_COLOR_MAP
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#pragma shader_feature_local_fragment _STOCKING_SPARKING_MAP
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#pragma shader_feature_local_fragment _OUTLINECOLORMAP
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#pragma shader_feature_local _ALPHATEST_ON
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