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Fixed: FeatureModel_en.md and GettingStarted.md (#294)
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com.unity.toonshader/Documentation~/FeatureModel_en.md

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@@ -88,8 +88,7 @@ Activate/Deactive LightColor Effectiveness to each color:<br> Base Color,1st Sha
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| Color Shifting with Time | OK | OK | OK | |
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| Color Shifting with View Angle | OK | OK | OK | |
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| ***13.Tessellation Settings*** | | | | |
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| Tessellation Settings (Built-in) | DX11/Vulkan/Metal | N.A. | N.A. | |
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| Tessellation Settings (HDRP) |N.A. |N.A. | DX11/Vulkan/Metal | |
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| Tessellation Settings | DX11/Vulkan/Metal | N.A. | DX11/Vulkan/Metal | |
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| ***14. EV Adjustment*** | | | | |
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| EV Adjustment in high intensity light scenes | N.A | N.A. | OK | |
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| ***15. Render pipeline built-in ray-traced shadows*** | | | | |

com.unity.toonshader/Documentation~/GettingStarted.md

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@@ -29,15 +29,11 @@ Start from [creating a material](https://docs.unity3d.com/2022.2/Documentation/M
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Selecting appropriate shader for the material.
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Because the **Unity Toon Shader**(UTS) includes shaders for all the render pipelines, the Built-in Render Pipeline, URP, and HDRP, you need to choose appropriate shader for the render pipeline set to your project.
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Because the **Unity Toon Shader**(UTS) is capable of all the render pipelines, the Built-in Render Pipeline, URP, and HDRP, The shaders you need to choose are just Toon or Toon(Tessellation). They are not under Universal Render Pipeline nor HDRP in menus.
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| Render pipeline | Shader path | Tesselation Shader path |
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|----|----|----|
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|The Built-in Render Pipeline | Toon (Built-in) | ToonTessellation (Built-in) |
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|URP | Universal Render Pipeline/Toon | N.A. |
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|HDRP | HDRP/Toon | HDRP/ToonTessellation
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| Applied Universal Render Pipeline/Toon |
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| Applied Toon |
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| --- |
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| <img src="images/AppliedUTS.png"> |
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