Shader code cleanupand bug fix.
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@@ -224,7 +224,7 @@ Shader "HDRP/Toon"
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[KeywordEnum(Standard, SDF)] _Shading_Mode("Shading mode", Integer) = 0
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[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", Integer) = 0
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[KeywordEnum(Off, Standard, Anisotropy, KKHair, Toon)] _PBR_Mode("PBR Mode", Integer) = 0
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[ToggleUI] _HairBlendingTarget("Hair Blending Target", Integer) = 0
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[PassPopup(HairBlendingTarget)] _HairBlendingTarget("Hair Blending Target", Integer) = 0
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[EnumFlagsUI(Misaki.HdrpToon.SurfaceFeature, Misaki.HdrpToon)]_SurfaceFeatures("Surface Features", Integer) = 0
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// Shading Color
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@@ -255,8 +255,8 @@ Shader "HDRP/Toon"
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// Shadow
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[Popup] _Receive_Light_Shadow("Receive Light Shadow", Integer) = 0
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[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Float) = 0
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[Popup] _Receive_Hair_Shadow("Receive Hair Shadow", Float) = 0
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[Popup] _Receive_Screen_Space_Shadow("Receive Screen Space Shadow", Integer) = 0
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[Popup] _Receive_Hair_Shadow("Receive Hair Shadow", Integer) = 0
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_ShadowDistanceBias("ShadowBias", Range(0.0, 5.0)) = 0.0
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_ShadowNormalBias("ShadowNormalBias", Range(0.0, 5.0)) = 0.0
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@@ -317,17 +317,21 @@ Shader "HDRP/Toon"
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//_Set_HighColorMask("Set_HighColorMask", 2D) = "white" {}
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//_Tweak_HighColorMaskLevel("Tweak_HighColorMaskLevel", Range(-1, 1)) = 0
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//[Toggle(_)] _RimLight("RimLight", Float) = 0
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_RimLightColor("RimLightColor", Color) = (1, 1, 1, 1)
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_RimLightStrength("RimLight_Strength", Range(0, 10)) = 1
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_RimLightColor("Rim Light Color", Color) = (1, 1, 1, 1)
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_RimLightIntensity("Rim Light Intensity", Range(0, 10)) = 1
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[Popup] _Screen_Space_Rim_Light ("Screen Space Rim Light", Integer) = 0
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_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
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[ToggleUI] _RimLightClipping("Rim Light Clipping", Float) = 0.25
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_RimLightClippingLevel("Rim Light Clipping Level", Range(0.0001, 1)) = 0.0001
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[Popup] _Light_Base_Rim_Light ("Light Base Rim Light", Integer) = 0
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_LightDirectionRimLightLevel("Light Direction Rim Light Level", Range(0, 0.5)) = 0
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[ToggleUI] _Is_LightColor_RimLight("Is_LightColor_RimLight", Float) = 1
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[ToggleUI] _Is_NormalMapToRimLight("Is_NormalMapToRimLight", Float) = 0
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_RimLightLevel("RimLight Level", Range(0, 1)) = 0.1
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_RimLight_InsideMask("RimLight_InsideMask", Range(0.0001, 1)) = 0.0001
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[ToggleUI] _RimLight_FeatherOff("RimLight_FeatherOff", Float) = 0
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[ToggleUI] _LightDirection_MaskOn("LightDirection_MaskOn", Float) = 0
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_Tweak_LightDirection_MaskLevel("Tweak_LightDirection_MaskLevel", Range(0, 0.5)) = 0
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[ToggleUI] _Add_Antipodean_RimLight("Add_Antipodean_RimLight", Float) = 0
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_Ap_RimLightColor("Ap_RimLightColor", Color) = (1, 1, 1, 1)
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[ToggleUI] _Is_LightColor_Ap_RimLight("Is_LightColor_Ap_RimLight", Float) = 1
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@@ -345,8 +349,8 @@ Shader "HDRP/Toon"
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_AngelRingOffsetV("Angel Ring Offset V", Range(0, 1)) = 0
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// Outline
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[PassPopup(Outline)] _OutlineState("Outline State", Integer) = 0
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_OutlineWidth("Outline Width", Float) = 0
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[PassPopup(Outline)] _OutlineState("Outline State", Integer) = 1
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_OutlineWidth("Outline Width", Float) = 0.25
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_OutlineWidthMap("Outline Tex", 2D) = "white" {}
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_OutlineColor("Outline Color", Color) = (0.5, 0.5, 0.5, 1)
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_OutlineColorMap("Outline Color Map", 2D) = "white" {}
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@@ -968,9 +972,9 @@ Shader "HDRP/Toon"
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Name "ForwardOnly"
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Tags { "LightMode" = "ForwardOnly" }
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ZWrite[_ZWriteMode]
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ZWrite [_ZWriteMode]
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ZTest [_ZTestMode]
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Cull[_CullMode]
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Cull [_CullMode]
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Blend SrcAlpha OneMinusSrcAlpha
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Stencil {
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@@ -996,6 +1000,9 @@ Shader "HDRP/Toon"
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#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
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#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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//Probe volume
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#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
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#define SHADERPASS SHADERPASS_FORWARD
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// In case of opaque we don't want to perform the alpha test, it is done in depth prepass and we use depth equal for ztest (setup from UI)
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// Don't do it with debug display mode as it is possible there is no depth prepass in this case
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@@ -1012,8 +1019,6 @@ Shader "HDRP/Toon"
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// controlling mask rendering
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#pragma shader_feature _ _IS_CLIPPING_MATTE
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#pragma shader_feature _EMISSIVE_SIMPLE _EMISSIVE_ANIMATION
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//Probe volume
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#pragma multi_compile PROBE_VOLUMES_OFF PROBE_VOLUMES_L1 PROBE_VOLUMES_L2
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#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
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#pragma shader_feature ENABLE_UTS_HAIR_BLENDING
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@@ -1031,6 +1036,9 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_MODE_OFF _INDIRECT_DIFFUSE_MODE_IBL _INDIRECT_DIFFUSE_MODE_MATCAP _INDIRECT_DIFFUSE_MODE_RAMP
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#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_MODE_OFF _INDIRECT_SPECULAR_MODE_IBL _INDIRECT_SPECULAR_MODE_MATCAP
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#pragma shader_feature_local_fragment _SCREEN_SPACE_RIM_LIGHT_ON
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#pragma shader_feature_local_fragment _LIGHT_BASE_RIM_LIGHT_ON
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#pragma shader_feature_local_fragment _MASKMAP
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#pragma shader_feature_local_fragment _NORMALMAP
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#pragma shader_feature_local_fragment _ANISOTROPYMAP
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@@ -1040,12 +1048,6 @@ Shader "HDRP/Toon"
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#pragma shader_feature_local_fragment _OUTLINECOLORMAP
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#if _PBR_MODE_OFF
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#undef _MASKMAP
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#undef _ANISOTROPYMAP
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#undef _SPECULARCOLORMAP
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#endif
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#define PUNCTUAL_SHADOW_MEDIUM
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#define DIRECTIONAL_SHADOW_MEDIUM
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#define AREA_SHADOW_MEDIUM
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@@ -1133,8 +1135,6 @@ Shader "HDRP/Toon"
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HLSLPROGRAM
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#pragma only_renderers d3d11 playstation xboxone xboxseries vulkan metal switch
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// enable dithering LOD crossfade
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#pragma multi_compile _ LOD_FADE_CROSSFADE
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#define SHADERPASS SHADERPASS_CONSTANT
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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