Folder clean up;
Added Emissive;
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37
Runtime/UTS Renderer/Debug/UTSDebug.cs.hlsl
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37
Runtime/UTS Renderer/Debug/UTSDebug.cs.hlsl
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//
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// This file was automatically generated. Please don't edit by hand. Execute Editor command [ Edit > Rendering > Generate Shader Includes ] instead
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//
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#ifndef UTSDEBUG_CS_HLSL
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#define UTSDEBUG_CS_HLSL
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//
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// Unity.Toonshader.UTS_BSDFDebug: static fields
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//
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#define UTS_BSDFDEBUG_NONE (0)
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#define UTS_BSDFDEBUG_BASE_COLOR (1)
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#define UTS_BSDFDEBUG_NORMAL (2)
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#define UTS_BSDFDEBUG_SMOOTHNESS (3)
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#define UTS_BSDFDEBUG_METALLIC (4)
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#define UTS_BSDFDEBUG_AMBIENT_OCCLUSION (5)
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#define UTS_BSDFDEBUG_SPECULAR_OCCLUSION (6)
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#define UTS_BSDFDEBUG_SPECULAR_COLOR (7)
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#define UTS_BSDFDEBUG_ANISOTROPY (8)
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#define UTS_BSDFDEBUG_HAIR_ROUGHNESS (9)
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#define UTS_BSDFDEBUG_NORMAL_WS (10)
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//
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// Unity.Toonshader.UTS_LightingDebug: static fields
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//
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#define UTS_LIGHTINGDEBUG_NONE (0)
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#define UTS_LIGHTINGDEBUG_DIFFUSE_LIGHTING (1)
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#define UTS_LIGHTINGDEBUG_SPECULAR_LIGHTING (2)
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#define UTS_LIGHTINGDEBUG_DIRECT_DIFFUSE_LIGHTING (3)
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#define UTS_LIGHTINGDEBUG_DIRECT_SPECULAR_LIGHTING (4)
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#define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_LIGHTING (5)
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#define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_LIGHTING (6)
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#define UTS_LIGHTINGDEBUG_INDIRECT_DIFFUSE_OCCLUSION (7)
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#define UTS_LIGHTINGDEBUG_INDIRECT_SPECULAR_OCCLUSION (8)
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#define UTS_LIGHTINGDEBUG_EMISSION (9)
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#endif
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