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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@@ -196,7 +196,7 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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// 3. Sky Reflection
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// Apply SSR.
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#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR))
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#if (defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR_TRANSPARENT)) || (!defined(_SURFACE_TYPE_TRANSPARENT) && !defined(_DISABLE_SSR)) && defined(_INDIRECT_SPECULAR_MODE_IBL)
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{
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IndirectLighting lighting = UtsEvaluateBSDF_ScreenSpaceReflection(posInput, preLightData, reflectionHierarchyWeight);
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AccumulateIndirectLighting(lighting, aggregateLighting);
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@@ -327,9 +327,10 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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#endif
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}
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
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{
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UtsEvaluateLighting_Stocking(fragInputs, posInput, bsdfData.normalWS, V, aggregateLighting);
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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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#ifndef _LIGHT_BASE_RIM_LIGHT_ON
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@@ -340,10 +341,9 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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}
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#endif
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_ANGEL_RING))
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if (HasFlag(bsdfData.surfaceFeatures, SURFACEFEATURE_STOCKING))
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{
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DirectLighting lighting = UtsEvaluateLighting_AngelRing(fragInputs, bsdfData.normalWS, V);
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AccumulateDirectLighting(lighting, aggregateLighting);
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UtsEvaluateLighting_Stocking(fragInputs, posInput, preLightData, bsdfData.normalWS, V, aggregateLighting);
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}
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UtsPostEvaluateBSDF(posInput, preLightData, bsdfData, builtinData, aggregateLighting, lightLoopOutput);
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