Added dots instancing support;
Fixed the problem that shader can compile when using emission color map;
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@@ -118,7 +118,8 @@ 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(0.0, 1.0, shadow);
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// SHADOW_TYPE sharpShadow = smoothstep(0.0, 1.0, shadow);
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SHADOW_TYPE sharpShadow = shadow;
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#if _RECEIVE_HAIR_SHADOW_ON && ENABLE_UTS_HAIR_SHAOW
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sharpShadow *= GetHairShadow(posInput, L, bsdfData.normalWS);
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#endif
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@@ -33,6 +33,9 @@ TEXTURE2D(_SSSLutMap);
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TEXTURE2D(_HairBlendingMap);
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SAMPLER(sampler_HairBlendingMap);
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER(sampler_EmissiveColorMap);
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// Stocking
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TEXTURE2D(_StockingSparkingMap);
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SAMPLER(sampler_StockingSparkingMap);
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@@ -68,6 +68,8 @@ float _EnergyConservingSpecularColor;
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float3 _EmissiveColor;
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half _AlbedoAffectEmissive;
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half _EmissiveExposureWeight;
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float4 _EmissiveColorMap_ST;
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half _TexWorldScaleEmissive;
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float _ObjectSpaceUVMappingEmissive;
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@@ -84,7 +84,7 @@ void Frag(PackedVaryingsToPS packedInput,
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discard;
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#endif
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float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float4 objPos = mul(UNITY_MATRIX_M, float4(0, 0, 0, 1));
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float4 uv0 = input.texCoord0;
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float4 outlineColor = _OutlineColor;
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#if _OUTLINECOLORMAP
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@@ -128,4 +128,4 @@ void Frag(PackedVaryingsToPS packedInput,
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#ifdef UNITY_VIRTUAL_TEXTURING
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outVTFeedback = builtinData.vtPackedFeedback;
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#endif
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}
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}
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@@ -1,9 +1,9 @@
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float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float4 objPos = mul(UNITY_MATRIX_M, float4(0, 0, 0, 1));
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float4 _Outline_Sampler_var = SAMPLE_TEXTURE2D_LOD(_OutlineWidthMap, sampler_OutlineWidthMap, TRANSFORM_TEX(inputMesh.uv0, _BaseColorMap), 0.0);
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//v.2.0.4.3 baked Normal Texture for Outline
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float3 normalDir = UnityObjectToWorldNormal(inputMesh.normalOS);
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float3 tangentDir = normalize(mul(unity_ObjectToWorld, float4(inputMesh.tangentOS.xyz, 0.0)).xyz);
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float3 tangentDir = normalize(mul(UNITY_MATRIX_M, float4(inputMesh.tangentOS.xyz, 0.0)).xyz);
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float3 bitangentDir = normalize(cross(normalDir, tangentDir) * inputMesh.tangentOS.w);
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float3x3 tangentTransform = float3x3(tangentDir, bitangentDir, normalDir);
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//end
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