Removed the dependency of layer mask of hair shadow caster;
Added HairShadowCaster pass;
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@@ -317,6 +317,7 @@ 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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_ShadowBias("ShadowBias", Range(0.0, 5.0)) = 0.0
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@@ -1156,6 +1157,34 @@ Shader "HDRP/Toon"
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ENDHLSL
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}
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Pass
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{
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Name "HairShadowCaster"
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Tags{ "LightMode" = "HairShadowCaster" }
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Cull[_CullMode]
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ZClip [_ZClip]
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ZWrite On
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ZTest LEqual
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ColorMask 0
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HLSLPROGRAM
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#define SHADERPASS SHADERPASS_SHADOWS
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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/Material/Lit/Lit.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/ShaderPass/LitDepthPass.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/Material/Lit/LitData.hlsl"
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#include "Packages/com.unity.render-pipelines.high-definition/Runtime/RenderPipeline/ShaderPass/ShaderPassDepthOnly.hlsl"
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#pragma vertex Vert
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#pragma fragment Frag
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ENDHLSL
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}
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}
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SubShader
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