Updated OutlineScope;
Reorgnize shader code;
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@@ -145,7 +145,7 @@ void Frag(PackedVaryingsToPS packedInput,
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float4 outlineColor = _OutlineColor;
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outlineColor.rgb = lerp(outlineColor.rgb, outlineColor.rgb + ambientSkyColor, _SkyColorAffectOutline);
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#if _OUTLINE_COLOR_MAP
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#if _OUTLINECOLORMAP
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outlineColor *= SAMPLE_TEXTURE2D(_OutlineColorMap, sampler_OutlineColorMap, TRANSFORM_TEX(uv0, _BaseColorMap)).rgb;
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#endif
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outlineColor.rgb = lerp(outlineColor.rgb, outlineColor.rgb * baseColor, _AlbedoAffectOutline);
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