Shader properties clean up;
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@@ -1,25 +1,47 @@
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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// Shading Color
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TEXTURE2D(_BaseColorMap);
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SAMPLER(sampler_BaseColorMap);
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TEXTURE2D(_1stShadeColorMap);
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TEXTURE2D(_2ndShadeColorMap);
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TEXTURE2D_ARRAY(_ShadingRampMap);
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TEXTURE2D(_ShadingRampMaskMap);
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// Shadow
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TEXTURE2D(_SDFShadingMap);
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SAMPLER(sampler_SDFShadingMap);
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TEXTURE2D_ARRAY(_ShadingRampMap);
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TEXTURE2D(_ShadingRampMaskMap);
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// Surface Inputs
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TEXTURE2D(_MaskMap);
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SAMPLER(sampler_MaskMap);
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TEXTURE2D(_NormalMap);
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SAMPLER(sampler_NormalMap);
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TEXTURE2D(_AnisotropyMap);
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SAMPLER(sampler_AnisotropyMap);
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TEXTURE2D(_SpecularColorMap);
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SAMPLER(sampler_SpecularColorMap);
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TEXTURE2D(_SSSLutMap);
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TEXTURE2D(_HairBlendingMap);
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SAMPLER(sampler_HairBlendingMap);
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// Global
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TEXTURE2D(_HairShadowTex);
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TEXTURE2D_X(_HairBlendingTex);
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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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sampler _HighColor_Tex;
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sampler _Set_HighColorMask;
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sampler _Set_RimLightMask;
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sampler _NormalMapForMatCap;
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sampler _Set_MatcapMask;
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TEXTURE2D(_ClippingMask);
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TEXTURE2D(_AngelRingColorMap);
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