Changing UI style;
Updating RImeLight;
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@@ -140,11 +140,6 @@ float _PPDMaxSamples;
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float _PPDMinSamples;
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float _PPDLodThreshold;
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float3 _EmissiveColor;
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float _AlbedoAffectEmissive;
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float _EmissiveExposureWeight;
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float _ObjectSpaceUVMappingEmissive;
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int _SpecularOcclusionMode;
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// Transparency
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@@ -25,6 +25,13 @@ float _SDFHighlightStrength;
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float _ShadowDistanceBias;
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float _ShadowNormalBias;
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// Emissive
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float3 _EmissiveColor;
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fixed _AlbedoAffectEmissive;
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fixed _EmissiveExposureWeight;
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float _ObjectSpaceUVMappingEmissive;
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// Ambient
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float _IndirectDiffuseMatCapLod;
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@@ -37,6 +44,11 @@ float _IndirectSpecularMatCapLod;
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float _IndirectSpecularIntensity;
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float _SSRWeight;
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//Rim Light
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float4 _RimLightColor;
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float _RimLightStrength;
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float _RimLightLevel;
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// Outline
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float _OutlineWidth;
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float4 _OutlineColor;
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@@ -85,12 +97,9 @@ fixed _Is_UseTweakHighColorOnShadow;
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float _TweakHighColorOnShadow;
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float4 _Set_HighColorMask_ST;
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float _Tweak_HighColorMaskLevel;
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fixed _RimLight;
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float4 _RimLightColor;
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float _RimLight_Strength;
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fixed _Is_LightColor_RimLight;
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fixed _Is_NormalMapToRimLight;
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float _RimLight_Power;
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float _RimLight_InsideMask;
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fixed _RimLight_FeatherOff;
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fixed _LightDirection_MaskOn;
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@@ -136,7 +145,6 @@ float4 _ViewShift;
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float _ColorShift_Speed;
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fixed _Is_ColorShift;
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fixed _Is_ViewShift;
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float3 emissive;
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//
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float _Unlit_Intensity;
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