Code Cleanup;
This commit is contained in:
@@ -11,7 +11,7 @@ Shader "HDRP/Toon"
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// -----------------------------------------------------------------------------
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[HideInInspector] _simpleUI("SimpleUI", Int) = 0
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// Versioning of material to help for upgrading
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[HideInInspector] [Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] [Enum(Off, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 7
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 6
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@@ -24,8 +24,8 @@ Shader "HDRP/Toon"
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_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
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[KeywordEnum(OFF, FrontHair, Face, Eye)] _Material_Type("Material Type", Float) = 0
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[KeywordEnum(OFF, ST, ANISO, KK, TOON)] _PBR_Mode("PBR MODE", Float) = 0
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[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", int) = 0
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[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR MODE", int) = 0
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0
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_Smoothness("Smoothness", Range(0.0, 1.0)) = 0.5
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_MaskMap("MaskMap", 2D) = "white" {}
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@@ -185,7 +185,7 @@ Shader "HDRP/Toon"
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[HideInInspector] _AlphaDstBlend("__alphaDst", Float) = 0.0
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[HideInInspector][ToggleUI] _ZWrite("__zw", Float) = 1.0
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[HideInInspector][ToggleUI] _TransparentZWrite("_TransparentZWrite", Float) = 0.0
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[HideInInspector] _CullMode("__cullmode", Float) = 2.0
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[Enum(Off, 0, Front, 1, Back, 2)] _CullMode("__cullmode", Float) = 2.0
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[HideInInspector] _CullModeForward("__cullmodeForward", Float) = 2.0 // This mode is dedicated to Forward to correctly handle backface then front face rendering thin transparent
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[HideInInspector] _TransparentCullMode("_TransparentCullMode", Int) = 2 // Back culling by default
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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal
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@@ -253,33 +253,33 @@ Shader "HDRP/Toon"
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[ToggleUI] _SupportDecals("Support Decals", Float) = 1.0
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[ToggleUI] _ReceivesSSR("Receives SSR", Float) = 0.0
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[ToggleUI] _ReceivesSSAO("Receives SSAO", Float) = 1.0
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_AOMin("_AOMin", Range(0.0, 1.0)) = 0
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_AO_Factor("_AO_Factor", Range(0.0, 1.0)) = 1
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[ToggleUI] _ReceivesSSGI("Receives SSGI", Float) = 1.0
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_GIMultiplier("_GIMultiplier", Range(1.0, 10.0)) = 1
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_GI_Factor("_GI_Factor", Range(1.0, 10.0)) = 1
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[ToggleUI] _AddPrecomputedVelocity("AddPrecomputedVelocity", Float) = 0.0
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[HideInInspector] _utsTechnique("Technique", int) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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[Enum(OFF, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
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[Enum(Off, 0, StencilOut, 1, StencilMask, 2)] _StencilMode("StencilMode", int) = 0
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// these are set in UniversalToonGUI.cs in accordance with _StencilMode
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_StencilComp("Stencil Comparison", Float) = 8
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_StencilNo("Stencil No", Float) = 1
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_StencilOpPass("Stencil Operation", Float) = 0
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_StencilOpFail("Stencil Operation", Float) = 0
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[Enum(OFF, 0, ON, 1, ] _TransparentEnabled("Transparent Mode", int) = 0
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[Enum(Off, 0, ON, 1)] _TransparentEnabled("Transparent Mode", int) = 0
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// DoubleShadeWithFeather
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// 0:_IS_CLIPPING_OFF 1:_IS_CLIPPING_MODE 2:_IS_CLIPPING_TRANSMODE
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// ShadingGradeMap
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// 0:_IS_TRANSCLIPPING_OFF 1:_IS_TRANSCLIPPING_ON
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[Enum(OFF, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0
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[Enum(Off, 0, ON, 1, TRANSMODE, 2)] _ClippingMode("CliippingMode", int) = 0
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[Enum(OFF, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
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[Enum(OFF, 0, ONT, 1)] _ZWriteMode("ZWrite Mode", int) = 1 //OFF/ON
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[Enum(OFF, 0, ONT, 1)] _ZOverDrawMode("ZOver Draw Mode", Float) = 0 //OFF/ON
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[Enum(Off, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
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[Enum(Off, 0, ONT, 1)] _ZWriteMode("ZWrite Mode", int) = 1 //OFF/ON
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[Enum(Off, 0, ONT, 1)] _ZOverDrawMode("ZOver Draw Mode", Float) = 0 //OFF/ON
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_SPRDefaultUnlitColorMask("SPRDefaultUnlit Path Color Mask", int) = 15
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[Enum(OFF, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK
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[Enum(Off, 0, FRONT, 1, BACK, 2)] _SRPDefaultUnlitColMode("SPRDefaultUnlit Cull Mode", int) = 1 //OFF/FRONT/BACK
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// ClippingMask paramaters from Here.
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_ClippingMask("ClippingMask", 2D) = "white" {}
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//v.2.0.4
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@@ -320,8 +320,8 @@ Shader "HDRP/Toon"
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_SDFNoseHighlightSmoothRange("SDFNoseHighlightSmoothRange", Range(0.0, 0.1)) = 0.02
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// Hair Shadow
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[Toggle(_)] _Is_CastHairShadow("Is_CastHairShadow", Float) = 0
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[Toggle(_)] _Is_ReceiveHairShadow("Is_ReceiveHairShadow", Float) = 0
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[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
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[Toggle] _Receive_Hair_Shadow("ReceiveHairShadow", Float) = 0
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_ShadowBias("ShadowBias", Range(0.0, 5.0)) = 0.0
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@@ -333,7 +333,7 @@ Shader "HDRP/Toon"
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_EyeParallaxAmount("EyeParallaxAmount", Float) = 0.1
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// Eyebrow Seethrough
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[Togle(_)] _Is_HairBlendingTarget("_Is_HairBlendingTarget", Float) = 0
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[Toggle(_)] _HairBlendingTarget("HairBlendingTarget", Float) = 0
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_HairBlendingFactor("EyeBrowBlendingFactor", Float) = 0.5
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//v.2.0.6
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@@ -391,8 +391,11 @@ Shader "HDRP/Toon"
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_Set_RimLightMask("Set_RimLightMask", 2D) = "white" {}
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_Tweak_RimLightMaskLevel("Tweak_RimLightMaskLevel", Range(-1, 1)) = 0
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//
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_Indirect_Diffuse_Mode("_Indirect_Diffuse_Mode", Float) = 0
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_Indirect_Specular_Mode("_Indirect_Specular_Mode", Float) = 0
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[Toggle(_)] _MatCap("MatCap", Float) = 0
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_MatCap_Sampler("MatCap_Sampler", 2D) = "black" {}
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_MatCapMap("MatCapMap", 2D) = "black" {}
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//v.2.0.6
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_BlurLevelMatcap("Blur Level of MatCap_Sampler", Range(0, 10)) = 0
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_MatCapColor("MatCapColor", Color) = (1, 1, 1, 1)
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@@ -574,7 +577,7 @@ Shader "HDRP/Toon"
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// variable declaration
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//-------------------------------------------------------------------------------------
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#include "UtsHdrpProperties.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Properties/UtsHdrpProperties.hlsl"
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// TODO:
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// Currently, Lit.hlsl and LitData.hlsl are included for every pass. Split Lit.hlsl in two:
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@@ -964,20 +967,20 @@ Shader "HDRP/Toon"
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// Setup DECALS_OFF so the shader stripper can remove variants
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#pragma multi_compile DECALS_OFF DECALS_3RT DECALS_4RT
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#pragma multi_compile SCREEN_SPACE_SHADOWS_OFF SCREEN_SPACE_SHADOWS_ON
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// Supported shadow modes per light type
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#pragma multi_compile SHADOW_LOW SHADOW_MEDIUM SHADOW_HIGH
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#pragma multi_compile MATERIAL_TYPE_STANDARD MATERIAL_TYPE_FRONT_HAIR MATERIAL_TYPE_FACE MATERIAL_TYPE_EYE
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#pragma multi_compile _PBR_Mode_OFF _PBR_Mode_ST _PBR_Mode_ANISO _PBR_Mode_KK _PBR_Mode_TOON
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#define LIGHTLOOP_DISABLE_TILE_AND_CLUSTER
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//#pragma multi_compile USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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#define AREA_SHADOW_LOW
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#pragma multi_compile_fragment _MATERIAL_TYPE_STANDARD _MATERIAL_TYPE_FRONTHAIR _MATERIAL_TYPE_FACE _MATERIAL_TYPE_EYE
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#pragma multi_compile_fragment _PBR_MODE_OFF _PBR_MODE_STANDARD _PBR_MODE_ANISOTROPY _PBR_MODE_HAIR _PBR_MODE_TOON
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#pragma multi_compile_fragment _INDIRECT_DIFFUSE_OFF _INDIRECT_DIFFUSE_IBL _INDIRECT_DIFFUSE_MATCAP _INDIRECT_DIFFUSE_RAMP
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#pragma multi_compile_fragment _INDIRECT_SPECULAR_OFF _INDIRECT_SPECULAR_IBL _INDIRECT_SPECULAR_MATCAP
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#pragma multi_compile_fragment USE_FPTL_LIGHTLIST USE_CLUSTERED_LIGHTLIST
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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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#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
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#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
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#endif
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#pragma shader_feature _ _SHADINGGRADEMAP
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// used in ShadingGradeMap
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#pragma shader_feature _IS_TRANSCLIPPING_OFF _IS_TRANSCLIPPING_ON
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#pragma shader_feature _IS_ANGELRING_OFF _IS_ANGELRING_ON
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@@ -994,23 +997,32 @@ Shader "HDRP/Toon"
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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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#pragma shader_feature_local _MASKMAP
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#pragma shader_feature_local _NORMALMAP
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#pragma shader_feature_local _ANISOTROPYMAP
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#pragma shader_feature_local _SPECULARCOLORMAP
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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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#pragma shader_feature_local_fragment _SPECULARCOLORMAP
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#pragma shader_feature_local _SDFShadow
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#pragma shader_feature_local _RECEIVE_HAIR_SHADOW
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#pragma shader_feature_local_fragment _SDFShadow
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#pragma shader_feature_local_fragment _RECEIVE_HAIR_SHADOW_ON
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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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#ifndef SHADER_STAGE_FRAGMENT
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#define SHADOW_LOW
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#define USE_FPTL_LIGHTLIST
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#endif
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#if !defined(_SURFACE_TYPE_TRANSPARENT) && !defined(DEBUG_DISPLAY)
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#define SHADERPASS_FORWARD_BYPASS_ALPHA_TEST
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#endif
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Material.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/Lighting.hlsl"
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#ifdef DEBUG_DISPLAY
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# if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
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#include "DebugDisplay.hlsl"
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# else
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#include "DebugDisplayHDRP7.hlsl"
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# endif
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsCommon.hlsl"
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#endif
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// The light loop (or lighting architecture) is in charge to:
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@@ -1025,19 +1037,16 @@ Shader "HDRP/Toon"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoopDef.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/Lit.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Lighting/LightLoop/LightLoop.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitSharePass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
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#ifdef DEBUG_DISPLAY
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# if (SHADER_LIBRARY_VERSION_MAJOR >= 10)
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#include "ShaderPassForward.hlsl"
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# else
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#include "ShaderPassForwardHDRP7.hlsl"
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# endif
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/ShaderPassForward.hlsl"
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#else
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#include "UtsLightLoop.hlsl"
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#include "ShaderPassForwardUTS.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Lighting/UtsLightLoop.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/UtsShaderPassForward.hlsl"
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#endif
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#pragma vertex Vert
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@@ -1145,8 +1154,8 @@ Shader "HDRP/Toon"
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#include "HDRPToonHead.hlsl"
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#include "HDRPToonOutline.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/HDRPToonOutline.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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@@ -1206,8 +1215,8 @@ Shader "HDRP/Toon"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Debug/DebugDisplay.hlsl"
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#endif
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#include "HDRPToonHead.hlsl"
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#include "HDRPToonHairBlending.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/Common/UtsHead.hlsl"
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#include "Packages/com.misaki.hdrp-toon/Runtime/HDRP/Shaders/Includes/ShaderPass/HDRPToonHairBlending.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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@@ -1425,5 +1434,6 @@ Shader "HDRP/Toon"
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}
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}
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CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
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//CustomEditor "UnityEditor.Rendering.Toon.UTS3GUI"
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CustomEditor "Misaki.HdrpToon.Editor.UTSShaderGUI"
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}
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