Added new Shadow SSS Lut;
Fixed the issue that SSGI and SSAO weight not works properly;
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@@ -258,25 +258,24 @@ void UtsLightLoop(FragInputs fragInputs, PositionInputs posInput, UtsBSDFData bs
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{
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replaceBakeDiffuseLighting = true;
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}
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#endif
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#endif
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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#if defined(PROBE_VOLUMES_L1) || defined(PROBE_VOLUMES_L2)
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if (!builtinData.isLightmap)
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{
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replaceBakeDiffuseLighting = true;
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}
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#endif
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#endif
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#if defined(LIGHT_EVALUATION_SKIP_INDIRECT_DIFFUSE)
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#if defined(LIGHT_EVALUATION_SKIP_INDIRECT_DIFFUSE)
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replaceBakeDiffuseLighting = false;
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#endif
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#endif
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if (replaceBakeDiffuseLighting)
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{
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UtsEvaluateBSDF_BakeDiffuse(posInput, preLightData, bsdfData, V, builtinData, lightInReflDir);
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}
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#elif _INDIRECT_DIFFUSE_MODE_MATCAP
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//builtinData.bakeDiffuseLighting = UtsEvaluateColor_MatCap(posInput.positionWS, bsdfData.normalWS, 0.0);
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UtsEvaluateBSDF_MatCapDiffuse(posInput.positionWS, bsdfData.normalWS, builtinData);
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#elif _INDIRECT_DIFFUSE_MODE_RAMP
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UtsEvaluateBSDF_Ramp(posInput, bsdfData, builtinData);
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