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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@@ -117,10 +117,9 @@ 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(0.3, 0.7, 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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sharpShadow *= GetHairShadow(posInput, L, bsdfData.normalWS);
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#endif
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#if _SHADING_MODE_SDF
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@@ -133,6 +132,8 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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float3 diffuseTerm = 0.0;
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float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
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float NdotL = dot(bsdfData.normalWS, L);
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#if _USE_SHADING_RAMP_MAP_ON
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float rampMask = _ShadingRampMask;
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@@ -141,7 +142,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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#endif
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#if _SHADING_MODE_STANDARD
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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_LOD(_ShadingRampMap, s_linear_clamp_sampler, float2(halfLambert * sharpShadow.x, rampMask), _ShadingIndex, 0).rgb;
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@@ -156,7 +156,6 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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#endif
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#else
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#if _SHADING_MODE_STANDARD
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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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// float firstColorFeatherForMask = lerp(_1stShadeColorFeather, 0.0, max(_ComposerMaskMode, _FirstShadeOverridden));
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