Update custom pass to global custom pass
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@@ -31,13 +31,13 @@
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float3 FinalNormal;
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if(_UseSmoothedNormal == 1)
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{
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float3 normal = float3(inputMesh.uv1, 0);
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normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
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FinalNormal = mul(normal, tangentTransform);
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float3 normal = float3(inputMesh.uv1, 0);
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normal.z = sqrt(1.0 - saturate(dot(normal.xy, normal.xy)));
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FinalNormal = mul(normal, tangentTransform);
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}
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else
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{
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FinalNormal = lerp(inputMesh.normalOS, _BakedNormalDir, _Is_BakedNormal);
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FinalNormal = lerp(inputMesh.normalOS, _BakedNormalDir, _Is_BakedNormal);
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}
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//v2.0.4
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@@ -50,7 +50,7 @@
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float3 normal = mul((float3x3)transpose(mul(UNITY_MATRIX_I_M, UNITY_MATRIX_I_V)), signVar * normalize(inputMesh.positionOS));
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#endif
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// screen space width
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float2 extendDir = normalize(TransformWViewToHClip(normal));
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float2 extendDir = normalize(TransformWViewToHClip(normal).xy);
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float4 clipPos = UnityObjectToClipPos(inputMesh.positionOS);
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clipPos.xy += extendDir * min(_Outline_MaxWidth, (clipPos.w * Set_Outline_Width));
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clipPos.z = clipPos.z + _Offset_Z * _ClipCameraPos.z;
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