Removed the dependency of RenderingLayerMask in UTSOutlinePass;
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@@ -277,10 +277,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
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float4 _Set_RimLightMask_var = tex2D(_Set_RimLightMask, TRANSFORM_TEX(Set_UV0, _Set_RimLightMask));
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float3 _Is_LightColor_RimLight_var = lerp(_RimLightColor.rgb, (_RimLightColor.rgb * Set_LightColor), _Is_LightColor_RimLight);
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float _RimArea_var = dot(utsData.normalDirection, utsData.viewDirection);
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if(_Is_BlendAddToRimColor == 1)
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{
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_RimArea_var = 1 - _RimArea_var;
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}
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_RimArea_var = lerp(_RimArea_var, 1 - _RimArea_var,_Is_BlendAddToRimColor);
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float _RimLightPower_var = pow(_RimArea_var, exp2(lerp(3, 0, _RimLight_Power)));
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float _Rimlight_InsideMask_var = saturate(lerp((0.0 + ((_RimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _RimLightPower_var), _RimLight_FeatherOff));
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float _VertHalfLambert_var = 0.5 * dot(utsData.normalDirection, lightDirection) + 0.5;
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@@ -296,15 +294,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
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float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
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Set_RimLight *= _RimLightVisible;
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Set_RimLight *= _RimLight_Strength;
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float3 _RimLight_var;
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if(_Is_BlendAddToRimColor == 0)
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{
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_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
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}
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else
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{
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_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
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}
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float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
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if (any(Set_RimLight) * maskRimEnabled)
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{
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@@ -317,16 +308,8 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
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#else
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float3 Set_RimLight = (saturate((_Set_RimLightMask_var.g + _Tweak_RimLightMaskLevel)) * lerp(_LightDirection_MaskOn_var, (_LightDirection_MaskOn_var + (lerp(_Ap_RimLightColor.rgb, (_Ap_RimLightColor.rgb * Set_LightColor), _Is_LightColor_Ap_RimLight) * saturate((lerp((0.0 + ((_ApRimLightPower_var - _RimLight_InsideMask) * (1.0 - 0.0)) / (1.0 - _RimLight_InsideMask)), step(_RimLight_InsideMask, _ApRimLightPower_var), _Ap_RimLight_FeatherOff) - (saturate(_VertHalfLambert_var) + _Tweak_LightDirection_MaskLevel))))), _Add_Antipodean_RimLight));
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Set_RimLight *= _RimLight_Strength;
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float3 _RimLight_var;
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if(_Is_BlendAddToRimColor == 0)
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{
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_RimLight_var = lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight);
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}
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else
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{
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_RimLight_var = lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight);
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}
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float3 _RimLight_var = lerp(lerp(Set_HighColor, (Set_HighColor * Set_RimLight), _RimLight), lerp(Set_HighColor, (Set_HighColor + Set_RimLight), _RimLight), _Is_BlendAddToRimColor);
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_RimLight_var = lerp(_RimLight_var, (_RimLight_var * ((1.0 - Set_FinalShadowMask) + (Set_FinalShadowMask * _TweakHighColorOnShadow))), _Is_UseTweakHighColorOnShadow);
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#endif
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