chore: checkpoint current workspace changes
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51
docs/reference/NahidaUnity/Shaders/GenshinInput.hlsl
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51
docs/reference/NahidaUnity/Shaders/GenshinInput.hlsl
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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CBUFFER_START(UnityPerMaterial)
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float4 _BaseMap_ST;
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half4 _BaseColor;
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half _IsDay;
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half _Cull;
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half _SrcBlend;
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half _DstBlend;
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half4 _LightDirectionMultiplier;
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half _ShadowOffset;
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half _ShadowSmoothness;
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half4 _ShadowColor;
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half _UseCustomMaterialType;
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half _CustomMaterialType;
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half _EmissionIntensity;
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half4 _FaceDirection;
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half _FaceShadowOffset;
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half4 _FaceBlushColor;
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half _FaceBlushStrength;
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half _SpecularSmoothness;
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half _NonmetallicIntensity;
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half _MetallicIntensity;
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half _RimOffset;
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half _RimThreshold;
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half _RimIntensity;
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half _UseSmoothNormal;
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half _OutlineWidth;
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half4 _OutlineWidthParams;
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half _OutlineZOffset;
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half4 _ScreenOffset;
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half4 _OutlineColor;
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half4 _OutlineColor2;
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half4 _OutlineColor3;
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half4 _OutlineColor4;
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half4 _OutlineColor5;
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CBUFFER_END
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TEXTURE2D(_BaseMap); SAMPLER(sampler_BaseMap);
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TEXTURE2D(_LightMap); SAMPLER(sampler_LightMap);
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TEXTURE2D(_ShadowRamp); SAMPLER(sampler_ShadowRamp);
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TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap);
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TEXTURE2D(_FaceLightMap); SAMPLER(sampler_FaceLightMap);
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TEXTURE2D(_FaceShadow); SAMPLER(sampler_FaceShadow);
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TEXTURE2D(_MetalMap); SAMPLER(sampler_MetalMap);
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