Remove BOM;
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@@ -1,4 +1,4 @@
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float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData,
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float ADD_IDX(UtsGetSurfaceData)(FragInputs input, LayerTexCoord layerTexCoord, out SurfaceData surfaceData,
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out float3 normalTS, out float3 bentNormalTS)
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{
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float3 detailNormalTS = float3(0.0, 0.0, 0.0);
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@@ -1,4 +1,4 @@
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#if SHADERPASS != SHADERPASS_GBUFFER
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#if SHADERPASS != SHADERPASS_GBUFFER
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#error SHADERPASS_is_not_correctly_define
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#endif
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