Fixed the bug that alpha clip does not working properly;
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@@ -82,12 +82,7 @@ void Frag(PackedVaryingsToPS packedInput,
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discard;
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}
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#endif
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#ifdef _IS_CLIPPING_MATTE
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if (_ClippingMatteMode != 0)
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{
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discard;
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}
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#endif // _IS_CLIPPING_MATTE
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#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
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discard;
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#endif
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@@ -146,26 +146,23 @@ void Frag(PackedVaryingsToPS packedInput,
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// Initialize the contactShadow and contactShadowFade fields
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InitContactShadow(posInput, context);
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float channelAlpha = 0.0f;
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LightLoopOutput lightLoopOutput;
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ZERO_INITIALIZE(LightLoopOutput, lightLoopOutput);
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UtsLightLoop(input, posInput, bsdfData, builtinData, V, featureFlags, lightLoopOutput);
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float3 finalColor = lightLoopOutput.diffuseLighting + lightLoopOutput.specularLighting;
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#ifdef _IS_TRANSCLIPPING_OFF
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outColor = float4(finalColor, 1 * ApplyChannelAlpha(channelAlpha));
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#elif _IS_TRANSCLIPPING_ON
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float Set_Opacity = saturate((inverseClipping + _Tweak_transparency));
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outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
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outColor = float4(outColor.rgb, Set_Opacity * ApplyChannelAlpha(channelAlpha));
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#endif
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// #if _SURFACE_TYPE_TRANSPARENT
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// float alpha = channelAlpha;
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// outColor = EvaluateAtmosphericScattering(posInput, V, float4(finalColor, 1));
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// #else
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// float alpha = lerp(1.0, channelAlpha, _AlphaCutoffEnable);
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// #endif
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//
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// alpha = lerp(alpha, step(_AlphaCutoff, alpha), _AlphaCutoffEnable);
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outColor = float4(finalColor, 1.0);
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#if _MATERIAL_TYPE_FRONTHAIR && ENABLE_UTS_HAIR_BLENDING
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float2 screenUV = posInput.positionNDC * _HairBlendingRTHandleScale.xy;
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@@ -196,4 +193,4 @@ void Frag(PackedVaryingsToPS packedInput,
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outVTFeedback = builtinData.vtPackedFeedback;
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#endif
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}
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}
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