Update ShadingColorScope;
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@@ -265,7 +265,7 @@ Shader "HDRP/Toon"
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[Enum(Off, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
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[KeywordEnum(ThreeColorStep, SDF, Ramp)] _Shading_Mode("Shade Grade mode", Float) = 0
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[KeywordEnum(Standard, SDF)] _Shading_Mode("Shade Grade 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, KKHair, Toon)] _PBR_Mode("PBR Mode", int) = 0
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[Toggle] _Receive_Hair_Shadow("Receive HairS hadow", Float) = 0
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@@ -273,6 +273,8 @@ Shader "HDRP/Toon"
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_SurfaceFeatures("Surface Features", Float) = 0
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// Shading Color
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[Popup] _Use_Shading_Ramp_Map("Use Shading Ramp Map", Integer) = 0
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_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
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[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
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@@ -283,14 +285,19 @@ Shader "HDRP/Toon"
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_2ndShadeColorMap("2nd_ShadeMap", 2D) = "white" {}
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[ToggleUI] _Use1stAs2nd("Use 1st_ShadeMap as 2nd_ShadeMap", Float) = 1
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_SDFShadowMap("SDFShadowMap", 2D) = "white" {}
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_SDFShadowLevel("SDFShadowLevel", Range(0.0, 1.0)) = 0.25
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_SDFSmoothLevel("SDFSmoothGamma", Range(0.0, 0.1)) = 0.02
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_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 5.0)) = 1.25
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_SDFHighlightSmoothLevel("SDFHighlightSmoothLevel", Range(0.0, 0.1)) = 0.02
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_1stShadeColorStep("1st ShadeColor Step", Range(0, 1)) = 0.5
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_1stShadeColorFeather("1st ShadeColor Feather", Range(0.0001, 1)) = 0.0001
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_2ndShadeColorStep("2nd ShadeColor Step", Range(0, 1)) = 0
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_2ndShadeColorFeather("2nd ShadeColor Feather", Range(0.0001, 1)) = 0.0001
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_ShadingRampMap("ShadingRampMap", 2DArray) = "white" {}
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_ShadingIndex("ShadingIndex", Integer) = 0
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_SDFShadingMap("SDFShadingMap", 2D) = "white" {}
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_SDFShadowLevel("SDFShadowLevel", Range(0.0, 1.0)) = 0.25
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_SDFShadowSmoothLevel("SDFShadowSmoothLevel", Range(0.0, 0.1)) = 0.02
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_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 1.0)) = 0.75
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_ShadingGradeMap("ShadingGradeMap", 2DArray) = "white" {}
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_ShadingIndex("ShadingIndex", Int) = 0
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// Angel Rings
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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@@ -374,10 +381,7 @@ Shader "HDRP/Toon"
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_BaseShade_Feather("Base/Shade_Feather", Range(0.0001, 1)) = 0.0001
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_ShadeColor_Step("ShadeColor_Step", Range(0, 1)) = 0
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_1st2nd_Shades_Feather("1st/2nd_Shades_Feather", Range(0.0001, 1)) = 0.0001
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[HideInInspector] _1st_ShadeColor_Step("1st_ShadeColor_Step", Range(0, 1)) = 0.5
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[HideInInspector] _1st_ShadeColor_Feather("1st_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
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[HideInInspector] _2nd_ShadeColor_Step("2nd_ShadeColor_Step", Range(0, 1)) = 0
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[HideInInspector] _2nd_ShadeColor_Feather("2nd_ShadeColor_Feather", Range(0.0001, 1)) = 0.0001
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//v.2.0.5
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_StepOffset("Step_Offset (ForwardAdd Only)", Range(-0.5, 0.5)) = 0
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[Toggle(_)] _Is_Filter_HiCutPointLightColor("PointLights HiCut_Filter (ForwardAdd Only)", Float) = 1
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@@ -991,10 +995,12 @@ 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_fragment _SHADING_MODE_THREECOLORSTEP _SHADING_MODE_SDF _SHADING_MODE_RAMP
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#pragma shader_feature_local_fragment _SHADING_MODE_STANDARD _SHADING_MODE_SDF
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#pragma shader_feature_local_fragment _MATERIAL_TYPE_STANDARD _MATERIAL_TYPE_FRONTHAIR _MATERIAL_TYPE_FACE _MATERIAL_TYPE_EYE
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#pragma shader_feature_local_fragment _PBR_MODE_OFF _PBR_MODE_STANDARD _PBR_MODE_ANISOTROPY _PBR_MODE_HAIR _PBR_MODE_TOON
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#pragma shader_feature_local_fragment _USE_SHADING_RAMP_MAP_ON
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#pragma shader_feature_local_fragment _INDIRECT_DIFFUSE_OFF _INDIRECT_DIFFUSE_IBL _INDIRECT_DIFFUSE_MATCAP _INDIRECT_DIFFUSE_RAMP
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#pragma shader_feature_local_fragment _INDIRECT_SPECULAR_OFF _INDIRECT_SPECULAR_IBL _INDIRECT_SPECULAR_MATCAP
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