Optmize shader structure
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@@ -80,9 +80,6 @@ SAMPLER(sampler_CoatMaskMap);
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TEXTURE2D(_SSSLutMap);
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//SAMPLER(sampler_SSSLutMap); //Use s_linear_clamp_sampler instead
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TEXTURE2D(_SDFShadowTex);
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SAMPLER(sampler_SDFShadowTex);
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TEXTURE2D(_HairShadowTex);
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TEXTURE2D(_HairBlendingTex);
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@@ -184,10 +181,6 @@ float _SpecularAAThreshold;
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#ifndef LAYERED_LIT_SHADER
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// Set of users variables
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float4 _BaseColor;
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float4 _BaseColorMap_ST;
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float4 _BaseColorMap_TexelSize;
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float4 _BaseColorMap_MipInfo;
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float _Metallic;
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float _MetallicRemapMin;
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@@ -325,21 +318,6 @@ PROP_DECL(float, _LinkDetailsWithBase);
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#endif // LAYERED_LIT_SHADER
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// Tessellation specific
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#ifdef TESSELLATION_ON
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float _TessellationFactor;
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float _TessellationFactorMinDistance;
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float _TessellationFactorMaxDistance;
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float _TessellationFactorTriangleSize;
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float _TessellationShapeFactor;
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float _TessellationBackFaceCullEpsilon;
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float _TessellationObjectScale;
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float _TessellationTilingScale;
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#endif
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// Following two variables are feeded by the C++ Editor for Scene selection
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int _ObjectId;
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int _PassValue;
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@@ -1,14 +1,18 @@
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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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TEXTURE2D(_1stShadeColorMap);
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TEXTURE2D(_2ndShadeColorMap);
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TEXTURE2D(_SDFShadowMap);
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SAMPLER(sampler_SDFShadowMap);
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TEXTURE2D_ARRAY(_ShadingGradeMap);
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TEXTURE2D(_MatCapMap);
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sampler _Set_1st_ShadePosition;
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sampler _Set_2nd_ShadePosition;
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sampler _ShadingGradeMap;
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sampler _HighColor_Tex;
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sampler _Set_HighColorMask;
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sampler _Set_RimLightMask;
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@@ -1,25 +1,29 @@
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// cosntant in Unity Toon Shader
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// Shading Color
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float4 _BaseColor;
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float4 _BaseColorMap_ST;
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float4 _BaseColorMap_TexelSize;
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float4 _BaseColorMap_MipInfo;
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float4 _1stShadeColor;
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float4 _2ndShadeColor;
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fixed _UseBaseAs1st;
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fixed _Use1stAs2nd;
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float _SDFShadowLevel;
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float _SDFSmoothLevel;
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float _SDFHighlightStrength;
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float _SDFHighlightSmoothLevel;
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float _ShadingIndex;
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float _utsTechnique;
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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 _1st_ShadeColor;
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fixed _Is_LightColor_1st_Shade;
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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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float _SDFSmoothGamma;
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float _SDFNoseHighlightCoef;
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float _SDFNoseHighlightSmoothRange;
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float _EyeParallaxAmount;
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float _HairBlendingFactor;
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