Optmize shader structure
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@@ -16,12 +16,6 @@ Shader "HDRP/Toon"
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[HideInInspector] _utsVersionY("VersionY", Float) = 7
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 6
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear
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_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
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[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
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_HairBlendingMap("HairBlendingMap", 2D) = "black" {}
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_Metallic("_Metallic", Range(0.0, 1.0)) = 0
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@@ -267,17 +261,37 @@ Shader "HDRP/Toon"
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// -----------------------------------------------------------------------
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// Surface Options
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[Enum(Off, 0, On, 1)] _TransparentEnabled("Transparent Mode", int) = 0
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[ToggleUI] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
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_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
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[Enum(Off, 0, FRONT, 1, BACK, 2)] _CullMode("Cull Mode", int) = 2 //OFF/FRONT/BACK
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[KeywordEnum(ThreeColorStep, SDF, Ramp)] _Shading_Mode("Shade Grade mode", Float) = 0
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[KeywordEnum(Standard, FrontHair, Face, Eye)] _Material_Type("Material Type", int) = 0
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[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR MODE", int) = 0
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[KeywordEnum(Off, Standard, Anisotropy, Hair, Toon)] _PBR_Mode("PBR Mode", int) = 0
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[Toggle] _Receive_Hair_Shadow("Receive HairS hadow", Float) = 0
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[ToggleUI] _HairBlendingTarget("Hair Blending Target", Float) = 0
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_SurfaceFeatures("Surface Features", Float) = 0
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// Shading Color
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_BaseColor("BaseColor", Color) = (1,1,1,1)
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_BaseColorMap("BaseColorMap", 2D) = "white" {}
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[HideInInspector] _BaseColorMap_MipInfo("_BaseColorMap_MipInfo", Vector) = (0, 0, 0, 0)
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_1stShadeColor("1st_ShadeColor", Color) = (0, 0, 0, 0)
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_1stShadeColorMap("1st_ShadeMap", 2D) = "white" {}
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[ToggleUI] _UseBaseAs1st("Use BaseMap as 1st_ShadeMap", Float) = 1
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_2ndShadeColor("2nd_ShadeColor", Color) = (0, 0, 0, 0)
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_2ndShadeColorMap("2nd_ShadeMap", 2D) = "white" {}
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[ToggleUI] _Use1stAs2nd("Use 1st_ShadeMap as 2nd_ShadeMap", Float) = 1
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_SDFShadowMap("SDFShadowMap", 2D) = "white" {}
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_SDFShadowLevel("SDFShadowLevel", Range(0.0, 1.0)) = 0.25
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_SDFSmoothLevel("SDFSmoothGamma", Range(0.0, 0.1)) = 0.02
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_SDFHighlightStrength("SDFHighlightStrength", Range(0.0, 5.0)) = 1.25
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_SDFHighlightSmoothLevel("SDFHighlightSmoothLevel", Range(0.0, 0.1)) = 0.02
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_ShadingGradeMap("ShadingGradeMap", 2DArray) = "white" {}
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_ShadingIndex("ShadingIndex", Int) = 0
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// Angel Rings
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_AngelRingColor("Angel Ring Color", Color) = (1, 1, 1, 1)
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_AngelRingColorMap("Angel Ring Color Map", 2D) = "black" {}
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@@ -335,28 +349,10 @@ Shader "HDRP/Toon"
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//v.2.0.5 : Clipping/TransClipping for SSAO Problems in PostProcessing Stack.
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//If you want to go back the former SSAO results, comment out the below line.
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[HideInInspector] _Color("Color", Color) = (1, 1, 1, 1)
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//
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[Toggle(_)] _Is_LightColor_Base("Is_LightColor_Base", Float) = 1
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_1st_ShadeMap("1st_ShadeMap", 2D) = "white" {}
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//v.2.0.5
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[Toggle(_)] _Use_BaseAs1st("Use BaseMap as 1st_ShadeMap", Float) = 0
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_1st_ShadeColor("1st_ShadeColor", Color) = (1, 1, 1, 1)
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[Toggle(_)] _Is_LightColor_1st_Shade("Is_LightColor_1st_Shade", Float) = 1
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_2nd_ShadeMap("2nd_ShadeMap", 2D) = "white" {}
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//v.2.0.5
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[Toggle(_)] _Use_1stAs2nd("Use 1st_ShadeMap as 2nd_ShadeMap", Float) = 0
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_2nd_ShadeColor("2nd_ShadeColor", Color) = (1, 1, 1, 1)
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[Toggle(_)] _Is_LightColor_2nd_Shade("Is_LightColor_2nd_Shade", Float) = 1
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// _NormalMap("NormalMap", 2D) = "bump" {}
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// _NormalMap("NormalMap", 2D) = "bump" {}
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_BumpScale("Normal Scale", Range(0, 1)) = 1
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[Toggle(_)] _Is_NormalMapToBase("Is_NormalMapToBase", Float) = 0
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//v.2.0.4.4
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[KeywordEnum(NORMAL, SDF)] _Shadow_Mode("Shadow Mode", Float) = 0
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_SDFShadowTex("SDFShadowTex", 2D) = "white" {}
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_SDFSmoothGamma("SDFSmoothGamma", Range(0.0, 0.1)) = 0.02
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_SDFShadowLevel("SDFShadowLevel", Range(0.0, 1.0)) = 0.25
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_SDFNoseHighlightCoef("SDFNoseHighlightCoef", Range(0.0, 5.0)) = 1.25
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_SDFNoseHighlightSmoothRange("SDFNoseHighlightSmoothRange", Range(0.0, 0.1)) = 0.02
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// Hair Shadow
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[Toggle(_)] _Cast_Hair_Shadow("CastHairShadow", Float) = 0
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@@ -388,7 +384,6 @@ Shader "HDRP/Toon"
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//
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_Set_1st_ShadePosition("Set_1st_ShadePosition", 2D) = "white" {}
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_Set_2nd_ShadePosition("Set_2nd_ShadePosition", 2D) = "white" {}
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_ShadingGradeMap("ShadingGradeMap", 2D) = "white" {}
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//v.2.0.6
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_Tweak_ShadingGradeMapLevel("Tweak_ShadingGradeMapLevel", Range(-0.5, 0.5)) = 0
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_BlurLevelSGM("Blur Level of ShadingGradeMap", Range(0, 10)) = 0
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@@ -996,8 +991,7 @@ Shader "HDRP/Toon"
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#pragma shader_feature ENABLE_UTS_HAIR_SHAOW
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#pragma shader_feature ENABLE_UTS_HAIR_BLENDING
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#pragma shader_feature_local_fragment _SHADOW_MODE_NORMAL _SHADOW_MODE_SDF
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#pragma shader_feature_local_fragment _SHADING_MODE_THREECOLORSTEP _SHADING_MODE_SDF _SHADING_MODE_RAMP
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#pragma shader_feature_local_fragment _MATERIAL_TYPE_STANDARD _MATERIAL_TYPE_FRONTHAIR _MATERIAL_TYPE_FACE _MATERIAL_TYPE_EYE
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#pragma shader_feature_local_fragment _PBR_MODE_OFF _PBR_MODE_STANDARD _PBR_MODE_ANISOTROPY _PBR_MODE_HAIR _PBR_MODE_TOON
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