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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@@ -55,50 +55,35 @@ float Random(float2 uv)
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return frac(sin(dot(uv, float2(12.9898, 78.233))) * 43758.5453);
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}
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float unity_noise_interpolate (float a, float b, float t)
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inline float2 voronoi_noise_random_vector (float2 UV, float offset)
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{
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return (1.0-t)*a + (t*b);
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float2x2 m = float2x2(15.27, 47.63, 99.41, 89.98);
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UV = frac(sin(mul(UV, m)) * 46839.32);
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return float2(sin(UV.y*+offset)*0.5+0.5, cos(UV.x*offset)*0.5+0.5);
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}
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float ValueNoise (float2 uv)
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float Voronoi(float2 UV, float AngleOffset, float CellDensity)
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{
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float2 i = floor(uv);
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float2 f = frac(uv);
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f = f * f * (3.0 - 2.0 * f);
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float2 g = floor(UV * CellDensity);
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float2 f = frac(UV * CellDensity);
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float t = 8.0;
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float res = 8.0;
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uv = abs(frac(uv) - 0.5);
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float2 c0 = i + float2(0.0, 0.0);
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float2 c1 = i + float2(1.0, 0.0);
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float2 c2 = i + float2(0.0, 1.0);
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float2 c3 = i + float2(1.0, 1.0);
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float r0 = Random(c0);
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float r1 = Random(c1);
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float r2 = Random(c2);
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float r3 = Random(c3);
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for(int y=-1; y<=1; y++)
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{
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for(int x=-1; x<=1; x++)
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{
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float2 lattice = float2(x,y);
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float2 offset = voronoi_noise_random_vector(lattice + g, AngleOffset);
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float d = distance(lattice + offset, f);
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if(d < res)
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{
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res = d;
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}
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}
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}
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float bottomOfGrid = unity_noise_interpolate(r0, r1, f.x);
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float topOfGrid = unity_noise_interpolate(r2, r3, f.x);
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float t = unity_noise_interpolate(bottomOfGrid, topOfGrid, f.y);
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return t;
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}
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float SimpleNoise(float2 UV, float Scale)
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{
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float t = 0.0;
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float freq = pow(2.0, float(0));
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float amp = pow(0.5, float(3-0));
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t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
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freq = pow(2.0, float(1));
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amp = pow(0.5, float(3-1));
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t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
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freq = pow(2.0, float(2));
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amp = pow(0.5, float(3-2));
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t += ValueNoise(float2(UV.x*Scale/freq, UV.y*Scale/freq))*amp;
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return t;
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return res;
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}
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float Dither(float In, float4 positionSS)
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