Added AdvanceScope;
Added energy conservation to diffuse lighting; Clean up shader properties;
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@@ -679,8 +679,8 @@ void Frag(PackedVaryingsToPS packedInput,
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lightDirection = lerp(lightDirection, customLightDirection, _Is_BLD);
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float3 originalLightColor = customMainLight.lightColor.rgb;
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originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _Light_Intensity_Multiplier;
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float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter));
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originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin ), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve) * _LightIntensityMultiplier;
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float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_ClampLightColor, _ToonLightHiCutFilter));
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float4 _1st_ShadeMap_var = lerp(SAMPLE_TEXTURE2D(_1st_ShadeMap, sampler_BaseColorMap,TRANSFORM_TEX(Set_UV0, _1st_ShadeMap)), _MainTex_var, _Use_BaseAs1st);
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float3 _1st_Shade_var = lerp((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb), ((_1st_ShadeMap_var.rgb * _1st_ShadeColor.rgb) * lightColor), _Is_LightColor_1st_Shade);
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@@ -782,4 +782,4 @@ void Frag(PackedVaryingsToPS packedInput,
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//outColor.rgb = customMainLight.shadowValue;
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}
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}
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@@ -75,7 +75,7 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
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float3 originalLightColor = mainLightColor.rgb;
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originalLightColor = lerp(originalLightColor, clamp(originalLightColor, ConvertFromEV100(_ToonEvAdjustmentValueMin), ConvertFromEV100(_ToonEvAdjustmentValueMax)), _ToonEvAdjustmentCurve);
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float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_Is_Filter_LightColor, _ToonLightHiCutFilter)) * _Light_Intensity_Multiplier;
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float3 lightColor = lerp(max(defaultLightColor, originalLightColor), max(defaultLightColor, saturate(originalLightColor)), max(_ClampLightColor, _ToonLightHiCutFilter)) * _LightIntensityMultiplier;
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////// Lighting:
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float3 halfDirection = normalize(utsData.viewDirection + lightDirection);
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@@ -337,4 +337,4 @@ void UTS_MainLight(LightLoopContext lightLoopContext, FragInputs input, UTSLight
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utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
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#endif // _SDFShadow
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}
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}
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@@ -32,7 +32,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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#endif
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float3 lightDirection = utsLightData.lightDirection;
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float3 additionalLightColor = utsLightData.lightColor * _Light_Intensity_Multiplier;
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float3 additionalLightColor = utsLightData.lightColor * _LightIntensityMultiplier;
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PreLightData preLightData = GetPreLightData(V, posInput, bsdfData);
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@@ -70,7 +70,7 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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}
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float pureIntensity = max(0.001, (0.299 * additionalLightColor.r + 0.587 * additionalLightColor.g + 0.114 * additionalLightColor.b));
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float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntensity), notDirectional), _Is_Filter_LightColor));
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float3 lightColor = max(float3(0.0, 0.0, 0.0), lerp(addPassLightColor, lerp(float3(0.0, 0.0, 0.0), min(addPassLightColor, addPassLightColor / pureIntensity), notDirectional), _ClampLightColor));
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float3 halfDirection = normalize(viewDirection + lightDirection); // has to be recalced here.
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//v.2.0.5:
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_1st_ShadeColor_Step = saturate(_1st_ShadeColor_Step + _StepOffset);
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@@ -255,4 +255,4 @@ void UTS_OtherLights(LightLoopContext lightLoopContext, FragInputs input, UTSLig
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utsAggregateLighting.directDiffuse += diffuseTerm * utsLightData.diffuseDimmer;
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utsAggregateLighting.directSpecular += specularTerm * utsLightData.specularDimmer;
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#endif // _SDFShadow
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}
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}
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