Added SurfaceFeatureFlags;
Added OutlineScope; Added AngelRingScope; Change up Outline pass
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@@ -1,4 +1,6 @@
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TEXTURE2D(_MainTex); SAMPLER(sampler_MainTex);
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TEXTURE2D(_MainTex);
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SAMPLER(sampler_MainTex);
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TEXTURE2D(_1st_ShadeMap);
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TEXTURE2D(_2nd_ShadeMap);
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@@ -12,9 +14,16 @@ sampler _Set_HighColorMask;
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sampler _Set_RimLightMask;
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sampler _NormalMapForMatCap;
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sampler _Set_MatcapMask;
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// sampler2D _ClippingMask;
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TEXTURE2D(_ClippingMask);
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sampler _AngelRing_Sampler;
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sampler _Outline_Sampler;
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sampler _OutlineTex;
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sampler _BakedNormal;
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TEXTURE2D(_AngelRingColorMap);
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SAMPLER(sampler_AngelRingColorMap);
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TEXTURE2D(_OutlineWidthMap);
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SAMPLER(sampler_OutlineWidthMap);
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TEXTURE2D(_OutlineColorMap);
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SAMPLER(sampler_OutlineColorMap);
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TEXTURE2D(_BakedNormalMap);
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SAMPLER(sampler_BakedNormalMap);
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@@ -5,16 +5,15 @@ float4 _Color;
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fixed _Use_BaseAs1st;
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fixed _Use_1stAs2nd;
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fixed _Is_LightColor_Base;
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float4 _MainTex_ST;
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float4 _1st_ShadeMap_ST;
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float4 _1st_ShadeColor;
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fixed _Is_LightColor_1st_Shade;
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float4 _2nd_ShadeMap_ST;
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float4 _2nd_ShadeColor;
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fixed _Is_LightColor_2nd_Shade;
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fixed _Is_NormalMapToBase;
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fixed _Set_SystemShadowsToBase;
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float _SurfaceFeatures;
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float _Tweak_SystemShadowsLevel;
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float _ShadowBias;
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float _SDFShadowLevel;
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@@ -126,7 +125,6 @@ float _Clipping_Level;
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fixed _Inverse_Clipping;
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float _Tweak_transparency;
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fixed _AngelRing;
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float4 _AngelRing_Sampler_ST;
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float _BaseColorVisible;
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float _BaseColorOverridden;
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@@ -152,10 +150,6 @@ float _RimLightVisible;
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float _RimLightOverridden;
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float4 _RimLightMaskColor;
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float _OutlineVisible;
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float _OutlineOverridden;
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float4 _OutlineMaskColor;
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float _ComposerMaskMode;
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int _ClippingMatteMode;
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@@ -163,32 +157,17 @@ float _GI_Intensity;
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float _Light_Intensity_Multiplier;
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float4 _AngelRing_Color;
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fixed _Is_LightColor_AR;
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float4 _AngelRingColor;
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float4 _AngelRingColorMap_ST;
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float _AR_Intensity;
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float _AR_ShadowIntensity;
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float _AR_OffsetU;
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float _AR_OffsetV;
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fixed _ARSampler_AlphaOn;
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// Unity Toon Shader Outline
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float _Outline_Width;
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float _Farthest_Distance;
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float _Nearest_Distance;
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float4 _Outline_Sampler_ST;
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float4 _Outline_Color;
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fixed _Is_BlendBaseColor;
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float _Offset_Z;
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float4 _OutlineTex_ST;
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fixed _Is_OutlineTex;
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float4 _BakedNormal_ST;
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fixed _Is_BakedNormal;
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float _OutlineWidth;
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float4 _OutlineColor;
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fixed _AlbedoAffectOutline;
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float _OutlineFadeIn;
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float _OutlineFadeOut;
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fixed _UseSmoothedNormal;
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float _ZOverDrawMode;
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//
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#if defined(_UTS_TOON_EV_PER_MODEL)
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// not in materials
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int _ToonLightHiCutFilter;
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