Improve AmbientScope and OutlineScope
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@@ -161,9 +161,6 @@ float4 _EmissiveColorMap_ST;
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float _TexWorldScaleEmissive;
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float4 _UVMappingMaskEmissive;
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float _ID_Intensity;
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float _IR_Intensity;
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float4 _InvPrimScale; // Only XY are used
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// Wind
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@@ -202,12 +199,6 @@ float4 _SpecularColor;
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float _ToonSpecularStep;
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float _ToonSpecularFeather;
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float _ReceivesSSR;
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float _ReceivesSSAO;
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float _AO_Factor;
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float _ReceivesSSGI;
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float _GIMultiplier;
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float _NormalScale;
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float4 _DetailMap_ST;
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@@ -9,7 +9,8 @@ SAMPLER(sampler_SDFShadingMap);
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TEXTURE2D_ARRAY(_ShadingRampMap);
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TEXTURE2D(_MatCapMap);
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TEXTURE2D(_IndirectDiffuseMatCapMap);
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TEXTURE2D(_IndirectSpecularMatCapMap);
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sampler _Set_1st_ShadePosition;
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sampler _Set_2nd_ShadePosition;
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@@ -27,7 +28,4 @@ TEXTURE2D(_OutlineWidthMap);
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SAMPLER(sampler_OutlineWidthMap);
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TEXTURE2D(_OutlineColorMap);
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SAMPLER(sampler_OutlineColorMap);
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TEXTURE2D(_BakedNormalMap);
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SAMPLER(sampler_BakedNormalMap);
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SAMPLER(sampler_OutlineColorMap);
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@@ -25,6 +25,30 @@ float _SDFHighlightStrength;
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float _ShadowDistanceBias;
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float _ShadowNormalBias;
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// Ambient
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float _IndirectDiffuseMatCapLod;
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float _IndirectDiffuseIntensity;
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float _SSAOWeight;
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float _SSGIWeight;
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float _IndirectSpecularMatCapLod;
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float _IndirectSpecularIntensity;
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float _SSRWeight;
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// Outline
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float _OutlineWidth;
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float4 _OutlineColor;
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fixed _AlbedoAffectOutline;
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fixed _SkyColorAffectOutline;
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float _SkyColorIntensity;
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float _OutlineFadeIn;
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float _OutlineFadeOut;
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fixed _UseSmoothedNormal;
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float _utsTechnique;
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float4 _Color;
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@@ -170,13 +194,6 @@ float _AngelRingIntensity;
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float _AngelRingOffsetU;
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float _AngelRingOffsetV;
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float _OutlineWidth;
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float4 _OutlineColor;
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fixed _AlbedoAffectOutline;
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float _OutlineFadeIn;
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float _OutlineFadeOut;
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fixed _UseSmoothedNormal;
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#if defined(_UTS_TOON_EV_PER_MODEL)
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// not in materials
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int _ToonLightHiCutFilter;
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