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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@@ -33,6 +33,10 @@ TEXTURE2D(_SSSLutMap);
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TEXTURE2D(_HairBlendingMap);
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SAMPLER(sampler_HairBlendingMap);
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// Stocking
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TEXTURE2D(_StockingSparkingMap);
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SAMPLER(sampler_StockingSparkingMap);
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// Global
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TEXTURE2D(_HairShadowTex);
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TEXTURE2D_X(_HairBlendingTex);
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@@ -86,6 +86,13 @@ float _IndirectSpecularMatCapLod;
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float _IndirectSpecularIntensity;
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float _SSRWeight;
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// Angle Ring
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float4 _AngelRingColor;
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float4 _AngelRingColorMap_ST;
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float _AngelRingIntensity;
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float _AngelRingOffsetU;
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float _AngelRingOffsetV;
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//Rim Light
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float4 _RimLightColor;
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float _RimLightIntensity;
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@@ -96,12 +103,12 @@ float _RimLightClippingLevel;
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float _LightDirectionRimLightLevel;
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// Angle Ring
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float4 _AngelRingColor;
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float4 _AngelRingColorMap_ST;
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float _AngelRingIntensity;
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float _AngelRingOffsetU;
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float _AngelRingOffsetV;
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// Stocking
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float _StockingFresnelWidth;
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float _StockingSparkleSpacing;
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float _StockingSparkleAmount;
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float _StockingSparkleSize;
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float _StockingSparkleIntensity;
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// Outline
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float _OutlineWidth;
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@@ -127,10 +134,6 @@ float _Minimal_Diffuse_Contribution;
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// Light Loop
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float3 _ObjectCenterPositionWS;
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// NOTE: Not sure what these are for
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// float _FirstShadeOverridden;
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// float _SecondShadeOverridden;
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float _UseShadowThreshold;
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float _AlphaCutoffShadow;
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float _ComposerMaskMode;
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