#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Lighting.hlsl"
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/ShaderGraphFunctions.hlsl"
#include "../../Common/Template Shader/Define.hlsl"
#include "../../Common/Template Shader/Transforms.hlsl"
#include "HLSLToon_ChangeTex.hlsl"
#include "../../Environment/Sky&Fog/VolumetricFogForObject.hlsl"

uniform sampler2D _MainTex;
sampler2D _BumpMap;
uniform float4 _Color;
uniform sampler2D _MaskTex;
uniform sampler2D _LightMaskTex;
uniform sampler2D _RampTex;
uniform float4 _RampColor;
uniform sampler2D _FlashTex;

uniform float _HighLight;
uniform float4 _HighLightColor;
uniform float _LightMaskParam;
uniform float _LightMask_Off;
uniform float _LightMaskBackParam;

uniform float4 _LightColor;
uniform float _BrightnessRatio;
uniform float _BrightnessIncrease;
uniform half4 _FlashFactor;
uniform half _FlashStrength;

uniform half _RampNum;

#ifdef DISSOLVE 
uniform sampler2D _DissolveTex;
uniform half3 _DissolveFactor;
uniform half3 _DissColor;
#endif
half _SpecSmooth;
half _Shininess;
uniform float4 _IlluminColor;
uniform float4 _RimColor,_BackRimColor;
uniform float _RimWidth,_BackRimWidth;
half _IlluminStrength,_TimeScale,_Illumin_On;
uniform half4 _SpecColor;
uniform float _SpecStrength;
uniform float _Cutoff,_AlphaClip;