Added AdvanceScope;
Added energy conservation to diffuse lighting; Clean up shader properties;
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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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