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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