Finish the ShadingColorScope;
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@@ -171,9 +171,9 @@ IndirectLighting UtsEvaluateBSDF_MatCapSpecular(float3 positionWS, UtsBSDFData b
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float3 positionVS = mul(UNITY_MATRIX_V, float4(positionWS, 1.0)).xyz;
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float3 normalVS = mul(UNITY_MATRIX_V, float4(bsdfData.normalWS, 1.0)).xyz;
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float3 PcrossN = cross(normalize(positionVS), normalVS);
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float3 pcrossN = cross(normalize(positionVS), normalVS);
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float2 uv = PcrossN.yx;
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float2 uv = pcrossN.yx;
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uv.x *= -1;
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uv = uv * 0.5 + 0.5;
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@@ -1,6 +1,5 @@
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//Unity Toon Shader/HDRP
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//nobuyuki@unity3d.com
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//toshiyuki@unity3d.com (Universal RP/HDRP)
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#ifndef UTS_LIGHT_LOOP
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#define UTS_LIGHT_LOOP
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/Macros.hlsl"
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#include "Packages/com.unity.render-pipelines.core/ShaderLibrary/PhysicalCamera.hlsl"
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@@ -478,4 +477,6 @@ UTSLightData GetCustomMainLightData(BuiltinData builtinData, UTSLightData mainPu
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}
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return utsLightData;
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}
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}
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#endif
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