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@@ -122,15 +122,11 @@ Shader "Lux URP/Human/Skin_Custom"
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_Mask1_Gchannel_TextureAmountA("Mask1_Gchannel_Texture-Amount(A)", 2D) = "black" {}
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_Mask1_Bchannel_TextureAmountA("Mask1_Bchannel_Texture-Amount(A)", 2D) = "black" {}
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_Mask2_Rchannel_TextureAmountA("Mask2_Rchannel_Texture-Amount(A)", 2D) = "black" {}
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- _Mask2_Gchannel_TextureAmountA("Mask2_Gchannel_Texture-Amount(A)", 2D) = "black" {}
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- _Mask2_Bchannel_TextureAmountA("Mask2_Bchannel_Texture-Amount(A)", 2D) = "black" {}
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_Mask1_Rchannel_ColorAmountA("Mask1_Rchannel_Color-Amount(A)", Color) = (0.7735849, 0.2006942, 0.3233189, 0.7843137)
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_Mask1_Gchannel_ColorAmountA("Mask1_Gchannel_Color-Amount(A)", Color) = (0.2, 0.772549, 0.4917381, 0.7843137)
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_Mask1_Bchannel_ColorAmountA("Mask1_Bchannel_Color-Amount(A)", Color) = (0.2, 0.406334, 0.772549, 0.7843137)
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_Mask1_Achannel_ColorAmountA("Mask1_Achannel_Color-Amount(A)", Color) = (0.2, 0.406334, 0.772549, 0.7843137)
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_Mask2_Rchannel_ColorAmountA("Mask2_Rchannel_Color-Amount(A)", Color) = (0.2, 0.772549, 0.7071339, 0.7843137)
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- _Mask2_Gchannel_ColorAmountA("Mask2_Gchannel_Color-Amount(A)", Color) = (0.772549, 0.2, 0.6776864, 0.7843137)
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- _Mask2_Bchannel_ColorAmountA("Mask2_Bchannel_Color-Amount(A)", Color) = (0.772549, 0.7037676, 0.2, 0.7843137)
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// Needed by the inspector
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[HideInInspector] _Culling ("Culling", Float) = 0.0
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@@ -303,11 +299,11 @@ Shader "Lux URP/Human/Skin_Custom"
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float2 uv_Mask2_Rchannel_TextureAmountA = uv.xy * _Mask2_Rchannel_TextureAmountA_ST.xy + _Mask2_Rchannel_TextureAmountA_ST.zw;
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float4 tex2D_mask2_R = SAMPLE_TEXTURE2D(_Mask2_Rchannel_TextureAmountA, sampler_Mask2_Rchannel_TextureAmountA, uv_Mask2_Rchannel_TextureAmountA);
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- float2 uv_Mask2_Gchannel_TextureAmountA = uv.xy * _Mask2_Gchannel_TextureAmountA_ST.xy + _Mask2_Gchannel_TextureAmountA_ST.zw;
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- float4 tex2D_mask2_G = SAMPLE_TEXTURE2D(_Mask2_Gchannel_TextureAmountA, sampler_Mask2_Gchannel_TextureAmountA, uv_Mask2_Gchannel_TextureAmountA);
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+ //float2 uv_Mask2_Gchannel_TextureAmountA = uv.xy * _Mask2_Gchannel_TextureAmountA_ST.xy + _Mask2_Gchannel_TextureAmountA_ST.zw;
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+ //float4 tex2D_mask2_G = SAMPLE_TEXTURE2D(_Mask2_Gchannel_TextureAmountA, sampler_Mask2_Gchannel_TextureAmountA, uv_Mask2_Gchannel_TextureAmountA);
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- float2 uv_Mask2_Bchannel_TextureAmountA = uv.xy * _Mask2_Bchannel_TextureAmountA_ST.xy + _Mask2_Bchannel_TextureAmountA_ST.zw;
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- float4 tex2D_mask2_B = SAMPLE_TEXTURE2D(_Mask2_Bchannel_TextureAmountA, sampler_Mask2_Bchannel_TextureAmountA, uv_Mask2_Bchannel_TextureAmountA);
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+ //float2 uv_Mask2_Bchannel_TextureAmountA = uv.xy * _Mask2_Bchannel_TextureAmountA_ST.xy + _Mask2_Bchannel_TextureAmountA_ST.zw;
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+ //float4 tex2D_mask2_B = SAMPLE_TEXTURE2D(_Mask2_Bchannel_TextureAmountA, sampler_Mask2_Bchannel_TextureAmountA, uv_Mask2_Bchannel_TextureAmountA);
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float clampResult295 = clamp((tex2DNode143.r * tex2D_mask1_R.a * _Mask1_Rchannel_ColorAmountA.a), 0.0, 1.0);
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float4 _Mask1_R_Color = tex2D_mask1_R * _Mask1_Rchannel_ColorAmountA;
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@@ -332,15 +328,15 @@ Shader "Lux URP/Human/Skin_Custom"
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float4 _Mask2_R_Color = tex2D_mask2_R * _Mask2_Rchannel_ColorAmountA;
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float4 lerpResult162 = lerp(lerpResult1611, _Mask2_Rchannel_ColorAmountA, clampResult298);
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- float clampResult299 = clamp((tex2DNode144.g * tex2D_mask2_G.a * _Mask2_Gchannel_ColorAmountA.a), 0.0, 1.0);
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- float4 _Mask2_G_Color = tex2D_mask2_G * _Mask2_Gchannel_ColorAmountA;
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- float4 lerpResult163 = lerp(lerpResult162, _Mask2_Gchannel_ColorAmountA, clampResult299);
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+ //float clampResult299 = clamp((tex2DNode144.g * tex2D_mask2_G.a * _Mask2_Gchannel_ColorAmountA.a), 0.0, 1.0);
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+ //float4 _Mask2_G_Color = tex2D_mask2_G * _Mask2_Gchannel_ColorAmountA;
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+ //float4 lerpResult163 = lerp(lerpResult162, _Mask2_Gchannel_ColorAmountA, clampResult299);
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- float clampResult300 = clamp((tex2DNode144.b * tex2D_mask2_B.a * _Mask2_Bchannel_ColorAmountA.a), 0.0, 1.0);
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- float4 _Mask2_B_Color = tex2D_mask2_B * _Mask2_Bchannel_ColorAmountA;
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- float4 lerpResult164 = lerp(lerpResult163, _Mask2_Bchannel_ColorAmountA, clampResult300);
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+ //float clampResult300 = clamp((tex2DNode144.b * tex2D_mask2_B.a * _Mask2_Bchannel_ColorAmountA.a), 0.0, 1.0);
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+ //float4 _Mask2_B_Color = tex2D_mask2_B * _Mask2_Bchannel_ColorAmountA;
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+ //float4 lerpResult164 = lerp(lerpResult163, _Mask2_Bchannel_ColorAmountA, clampResult300);
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- albedoAlpha.rgb = half3(lerpResult164.r, lerpResult164.g, lerpResult164.b);
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+ albedoAlpha.rgb = half3(lerpResult162.r, lerpResult162.g, lerpResult162.b);
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//--------------------------------
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outSurfaceData.alpha = 1;
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