Shader code cleanupand bug fix.
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@@ -157,7 +157,7 @@ namespace Misaki.HdrpToon.Editor
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editor.ShaderProperty(Properties.emissiveIntensity, Styles.emissiveIntensityText);
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if (EditorGUI.EndChangeCheck())
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{
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editor.ApplyChange(material =>
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foreach (var material in editor.GetMaterials())
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{
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if (material.HasProperty(EMISSIVE_COLOR_LDR) && material.HasProperty(EMISSIVE_INTENSITY) && material.HasProperty(EMISSIVE_COLOR))
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{
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@@ -167,7 +167,7 @@ namespace Misaki.HdrpToon.Editor
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var emissiveColorLDRLinear = new Color(Mathf.GammaToLinearSpace(emissiveColorLDR.r), Mathf.GammaToLinearSpace(emissiveColorLDR.g), Mathf.GammaToLinearSpace(emissiveColorLDR.b));
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material.SetColor(EMISSIVE_COLOR, emissiveColorLDRLinear * material.GetFloat(EMISSIVE_INTENSITY));
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}
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});
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}
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}
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EditorGUILayout.Space();
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