@@ -346,7 +346,7 @@ struct VertexOutput {
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//
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float3 Set_BaseColor = lerp ( (_MainTex_var.rgb*_BaseColor.rgb*_LightIntensity), ((_MainTex_var.rgb*_BaseColor.rgb)*Set_LightColor), _Is_LightColor_Base );
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//v.2.0.5
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- float4 _1st_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _1st_ShadeMap )),_MainTex_var,_Use_BaseAs1st);
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+ float4 _1st_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_1st_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _MainTex )),_MainTex_var,_Use_BaseAs1st);
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float3 _Is_LightColor_1st_Shade_var = lerp ( (_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb*_LightIntensity), ((_1st_ShadeMap_var.rgb*_1st_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_1st_Shade );
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float _HalfLambert_var = 0.5 *dot (lerp ( i.normalDir, normalDirection, _Is_NormalMapToBase ),lightDirection)+0.5 ; // Half Lambert
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//v.2.0.6
@@ -358,7 +358,7 @@ struct VertexOutput {
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float Set_FinalShadowMask = saturate ((1.0 + ( (Set_ShadingGrade - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)) * (0.0 - 1.0 ) ) / (_1st_ShadeColor_Step - (_1st_ShadeColor_Step-_1st_ShadeColor_Feather)))); // Base and 1st Shade Mask
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float3 _BaseColor_var = lerp (Set_BaseColor,_Is_LightColor_1st_Shade_var,Set_FinalShadowMask);
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//v.2.0.5
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- float4 _2nd_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _2nd_ShadeMap )),_1st_ShadeMap_var,_Use_1stAs2nd);
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+ float4 _2nd_ShadeMap_var = lerp (SAMPLE_TEXTURE2D (_2nd_ShadeMap,sampler_MainTex, TRANSFORM_TEX (Set_UV0, _MainTex )),_1st_ShadeMap_var,_Use_1stAs2nd);
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float Set_ShadeShadowMask = saturate ((1.0 + ( (Set_ShadingGrade - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)) * (0.0 - 1.0 ) ) / (_2nd_ShadeColor_Step - (_2nd_ShadeColor_Step-_2nd_ShadeColor_Feather)))); // 1st and 2nd Shades Mask
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//Composition: 3 Basic Colors as finalColor
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float3 finalColor = lerp (_BaseColor_var,lerp (_Is_LightColor_1st_Shade_var,lerp ( (_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb*_LightIntensity), ((_2nd_ShadeMap_var.rgb*_2nd_ShadeColor.rgb)*Set_LightColor), _Is_LightColor_2nd_Shade ),Set_ShadeShadowMask),Set_FinalShadowMask);
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