Added SurfaceFeatureFlags;
Added OutlineScope; Added AngelRingScope; Change up Outline pass
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@@ -67,37 +67,7 @@ void Frag(PackedVaryingsToPS packedInput,
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{
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UNITY_SETUP_STEREO_EYE_INDEX_POST_VERTEX(packedInput);
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FragInputs input = UnpackVaryingsMeshToFragInputs(packedInput.vmesh);
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#ifdef _IS_CLIPPING_MASK
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if (_ClippingMaskMode != 0)
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{
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discard;
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}
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#endif
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#ifdef _IS_CLIPPING_MATTE
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if (_ClippingMatteMode != 0)
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{
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discard;
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}
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#endif // _IS_CLIPPING_MATTE
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#if defined(UTS_DEBUG_SHADOWMAP_NO_OUTLINE)
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discard;
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#endif
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//v.2.0.5
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if (_ZOverDrawMode > 0.99f)
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{
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#ifdef _DEPTHOFFSET_ON
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outputDepth = posInput.deviceDepth;
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#endif
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#ifdef UNITY_VIRTUAL_TEXTURING
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outVTFeedback = builtinData.vtPackedFeedback;
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#endif
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outColor = float4(1.0f, 1.0f, 1.0f, 1.0f); // but nothing should be drawn except Z value as colormask is set to 0
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return;
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}
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_Color = _BaseColor;
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float4 objPos = mul(unity_ObjectToWorld, float4(0, 0, 0, 1));
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float4 Set_UV0 = input.texCoord0;
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@@ -114,7 +84,7 @@ void Frag(PackedVaryingsToPS packedInput,
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float3 ambientSkyColor = envLightSource_SkyboxIntensity.rgb > 0.0 ? envLightSource_SkyboxIntensity : envLightSource_GradientEquator;
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ambientSkyColor *= GetCurrentExposureMultiplier();
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float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _MainTex));
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float4 _BlendingTex_var = SAMPLE_TEXTURE2D(_HairBlendingMap, sampler_HairBlendingMap, TRANSFORM_TEX(Set_UV0, _BaseColorMap));
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outColor = float4(_BlendingTex_var.rgb * ambientSkyColor, _BlendingTex_var.a);
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#ifdef _DEPTHOFFSET_ON
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