Fixed the bug that alpha clip does not working properly;
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@@ -124,11 +124,11 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
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float4 normalLocal = float4(0, 0, 1.0, 1.0);
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#if _NORMALMAP
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if (_Use_SSSLut)
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{
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normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
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}
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else
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// if (_Use_SSSLut)
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// {
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// normalLocal = SAMPLE_TEXTURE2D_LOD(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap), _SSSIntensity);
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// }
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// else
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{
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normalLocal = SAMPLE_TEXTURE2D(_NormalMap, sampler_NormalMap, TRANSFORM_TEX(input.texCoord0, _BaseColorMap));
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normalLocal.rgb = UnpackNormalScale(normalLocal, _NormalScale);
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@@ -190,7 +190,8 @@ UTSSurfaceData GetUTSSurfaceData(FragInputs input, float3 V)
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output.geomNormalWS = input.tangentToWorld[2];
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output.tangentWS = Orthonormalize(input.tangentToWorld[0].rgb, normalWS);
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output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
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// output.subsurfaceColor = SAMPLE_TEXTURE2D(_SSSLutMap, s_linear_clamp_sampler, TRANSFORM_TEX(input.texCoord0, _BaseColorMap)) * _SSSIntensity;
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output.subsurfaceColor = 0.0;
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output.anisotropy = anisotropy;
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@@ -583,4 +584,4 @@ float3 SampleBakedGI_UTS_OutLine(float3 positionRWS, float3 normalWS, float2 uvS
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}
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#endif //#ifndef UCTS_HDRP_INCLUDED
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#endif //#ifndef UCTS_HDRP_INCLUDED
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@@ -391,4 +391,4 @@ void UtsGetSurfaceAndBuiltinData(FragInputs input, float3 V, inout PositionInput
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RAY_TRACING_OPTIONAL_ALPHA_TEST_PASS
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}
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#endif
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#endif
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