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@ -140,7 +140,7 @@ GameObject:
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m_Icon: {fileID: 0}
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m_NavMeshLayer: 0
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m_IsActive: 1
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m_IsActive: 0
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--- !u!114 &964126
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m_ObjectHideFlags: 0
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@ -5281,7 +5281,7 @@ PrefabInstance:
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objectReference: {fileID: 0}
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- target: {fileID: 8508310942573128499, guid: c708a3b79cd542b42bbfedb17e213bc1, type: 3}
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propertyPath: m_RenderShadows
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value: 0
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value: 1
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objectReference: {fileID: 0}
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- target: {fileID: 8508310942573128499, guid: c708a3b79cd542b42bbfedb17e213bc1, type: 3}
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propertyPath: m_RenderPostProcessing
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@ -418,7 +418,7 @@ MonoBehaviour:
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- {fileID: -8044648393505963816}
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- {fileID: -7198069835786880352}
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m_RendererFeatureMap: bc3f630842f2e70dd6a559c442a94bfd4529d15534f2d3de228858dca8d12222716523fbf3439fdb7a327b7bff4bdd446ac59dfa966ffa88ca6373cd5da9013d6cff55ca297e5e908a7b3653203b82383b2141bb05fbe69aec5704e48e2763e90bc6ff9f19caa7686c79a6bb3bb89a50faad0fe75217cdb485d6fa85ff9adc9c41710d3c4a991609d8002992e8aa5b90a0fa77119f511b9c
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m_UseNativeRenderPass: 1
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m_UseNativeRenderPass: 0
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postProcessData: {fileID: 11400000, guid: 41439944d30ece34e96484bdb6645b55, type: 2}
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shaders:
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blitPS: {fileID: 4800000, guid: c17132b1f77d20942aa75f8429c0f8bc, type: 3}
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@ -667,7 +667,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_Active: 0
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settings:
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BlurMask: 1
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BlurMask: 0
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MaskMat: {fileID: 2100000, guid: 1368366248809f24e9a110be3075d1b8, type: 2}
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BlurMat: {fileID: 2100000, guid: 0487cfddca141924d8a1736f6c0b9b7b, type: 2}
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@ -711,8 +711,8 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: e32e72b6a3f58a24c9033e2b9275eea0, type: 3}
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m_Name: ScreenSpaceShadows
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m_EditorClassIdentifier:
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m_Active: 1
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m_Shader: {fileID: 4800000, guid: 0f854b35a0cf61a429bd5dcfea30eddd, type: 3}
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m_Settings:
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UseLowResolution: 0
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UseLowResolutionPCF: 1
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@ -161,6 +161,7 @@ Shader "Universal Render Pipeline/Lit"
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#pragma multi_compile _ LIGHTMAP_ON
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#pragma multi_compile _ DYNAMICLIGHTMAP_ON
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#pragma multi_compile_fragment _ LOD_FADE_CROSSFADE
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#pragma multi_compile_fragment _ _DITHER_CLIP
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#pragma multi_compile_fog
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#pragma multi_compile_fragment _ DEBUG_DISPLAY
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@ -337,12 +338,13 @@ Shader "Universal Render Pipeline/Lit"
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InitializeStandardLitSurfaceData(input.uv, surfaceData);
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#ifdef LOD_FADE_CROSSFADE
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LODFadeCrossFade(input.positionCS);
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LODFadeCrossFade(input.positionCS);
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#endif
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InputData inputData;
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InitializeInputData(input, surfaceData.normalTS, inputData);
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SETUP_DEBUG_TEXTURE_DATA(inputData, input.uv, _BaseMap);
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#ifdef _DITHER_CLIP
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float2 screenPos = inputData.normalizedScreenSpaceUV * _ScreenParams.xy;
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const float DITHER_THRESHOLDS[4][4] =
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{
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@ -353,6 +355,7 @@ Shader "Universal Render Pipeline/Lit"
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};
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clip(_Dither - DITHER_THRESHOLDS[floor(fmod(screenPos.x, 4))][floor(fmod(screenPos.y, 4))]);
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#endif
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#ifdef _DBUFFER
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ApplyDecalToSurfaceData(input.positionCS, surfaceData, inputData);
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#endif
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