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Change mixup with diffuse settings affecting the light system.
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Assets/shaders/aciil/ACLS/ACLS_CORE.cginc

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@@ -702,7 +702,7 @@ else
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half n2ShadowMask = 1 - min((1-shadeRamp_n2), shadowBlackness);
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shadeRamp_n2 = n2ShadowMask; //// cover Backward Area with dynamic shadow mask
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lightSimpleSystem = (lightDirectSource * (1-shadeRamp_n2)) + lightIndirectSource; //// match backface-is-dark mode
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// lightSimpleSystem = (lightDirectSource * (1-shadeRamp_n2)) + lightIndirectSource; //// match backface-is-dark mode
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half3 lDSAdjest = lightDirectSource;
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// if (isAmbientOnlyMap) //// reducing an albedo surplus as direct came from indirect

Assets/shaders/aciil/ACLS/Editor/ACLStyles.cs

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@@ -10,7 +10,7 @@
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[InitializeOnLoad]
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public class ACLStyles : MonoBehaviour
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{
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public static string ver = "ACLS-Shader v" + "<color=#ff0000ff>1.3 </color>";
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public static string ver = "ACLS-Shader v" + "<color=#ff0000ff>1.3.1 </color>";
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private static Rect DrawShuriken(string title, Vector2 contentOffset, int HeaderHeight)
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{

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