Added stencil setup in UTSAPI;
Changed hair shadow length from screen space to world space;
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@@ -753,7 +753,6 @@ Shader "HDRP/Toon"
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Pass Replace
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}
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HLSLPROGRAM
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#pragma multi_compile _ DEBUG_DISPLAY
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#pragma multi_compile _ LIGHTMAP_ON
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@@ -811,8 +810,8 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _ENABLE_FOG_ON_TRANSPARENT
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#define PUNCTUAL_SHADOW_MEDIUM
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#define DIRECTIONAL_SHADOW_MEDIUM
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#define PUNCTUAL_SHADOW_LOW
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#define DIRECTIONAL_SHADOW_LOW
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#define AREA_SHADOW_MEDIUM
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#ifndef SHADER_STAGE_FRAGMENT
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@@ -929,7 +928,17 @@ Shader "HDRP/Toon"
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Cull Front
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ZWrite On
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ZTest LEqual
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ZTest LEqual
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// // NOTE: We disable taa and tau for outline because it can't provide motion vector. This will reduce the ghosting but introduce some jittering.
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// // Worth it to write motion vector for outline? It will introduce additional drawcall.
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// Stencil
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// {
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// WriteMask 3
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// Ref 0
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// Comp Always
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// Pass Replace
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// }
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HLSLPROGRAM
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