Update ShadingColorScope;
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@@ -114,8 +114,8 @@ half3 FitWithCurveApprox(half NdotL, half Curvature)
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float3 SampleSDFTexture(float3 L, float2 uv, out float angle)
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{
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float2 right_uv = float2(1 - uv.x, uv.y);
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float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadowMap, sampler_SDFShadowMap, uv).rgb;
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float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadowMap, sampler_SDFShadowMap, right_uv).rgb;
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float3 left_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, uv).rgb;
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float3 right_SDFTex = SAMPLE_TEXTURE2D(_SDFShadingMap, sampler_SDFShadingMap, right_uv).rgb;
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float2 leftVector = normalize(mul(UNITY_MATRIX_M, float4(1.0, 0.0, 0.0, 0.0)).xz);
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float2 forwardVector = normalize(mul(UNITY_MATRIX_M, float4(0.0, 0.0, 1.0, 0.0)).xz);
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@@ -176,13 +176,14 @@ DirectLighting UtsShadeSurface(PositionInputs posInput, UtsBSDFData bsdfData, Pr
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#if _SHADING_MODE_SDF
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float angle;
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float3 sdfTexture = SampleSDFTexture(L, uv, angle); // r: sdf shadow, g: sdf highlight, b: fixed shadow
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float sdfShadowMask = smoothstep(angle - _SDFSmoothLevel, angle + _SDFSmoothLevel, sdfTexture.r);
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float shadowSmoothLevel = _SDFShadowSmoothLevel / 10.0;
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float sdfShadowMask = smoothstep(angle - shadowSmoothLevel, angle + shadowSmoothLevel, sdfTexture.r);
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float sdfHighlight = sdfTexture.g * _SDFHighlightStrength;
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#endif
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float3 diffuseTerm = 0.0;
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float3 specularTerm = ComputeSpecularTerm(bsdfData, preLightData, V, L);
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#if _USE_RAMP_COLOR_MAP_ON
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#if _USE_SHADING_RAMP_MAP_ON
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#if _SHADING_MODE_STANDARD
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float NdotL = dot(bsdfData.normalWS, L);
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float halfLambert = 0.5 * NdotL + 0.5;
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