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Task/1690 0.8.4 (#253)
* Next version is 0.8.4-preview * updated the changelog * Updated package.json. * Fixed: URP shader compile error for Unity 2022.2.2f1. * Removed 2021.3 from DX12 test. * Updated CHANGELOG.md. * Fixed: typo materal in README.md.
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.yamato/win_dx12-hdrp-2021.3.yml

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test_projects:
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- name: HdrpDX12GraphicsTest-2021.3
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unity_versions:
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- name: 2021.3
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# - name: 2021.3
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- name: 2022.1
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---
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{% for test_project in test_projects %}

README.md

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* [0.4.x-preview](com.unity.toonshader/Documentation~/whats-new-0.4.x.md)
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* [0.3.x-preview](com.unity.toonshader/Documentation~/whats-new-0.3.x.md)
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* [Getting Started](com.unity.toonshader/Documentation~/GettingStarted.md)
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* [Materal Converter](com.unity.toonshader/Documentation~/MaterialConverter.md)
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* [Material Converter](com.unity.toonshader/Documentation~/MaterialConverter.md)
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* [Shader Parameter Settings](com.unity.toonshader/Documentation~/Parameter-Settings.md)
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* [Modes](com.unity.toonshader/Documentation~/Modes.md)
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* [Shader Settings](com.unity.toonshader/Documentation~/Shader.md)

com.unity.toonshader/CHANGELOG.md

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# Changelog
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## [0.8.4-preview] - 2023-01-05
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### Fixed:
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* URP Shader doesn't work with Unity 2022.2.2f1.
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## [0.8.3-preview] - 2022-09-12
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### Updated:
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* Next version is 0.8.3-preview

com.unity.toonshader/Editor/UTS3GUI.cs

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internal const float kVersionX = 0.0f;
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internal const float kVersionY = 8.0f;
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internal const float kVersionZ = 3.0f;
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internal const float kVersionZ = 4.0f;
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internal static string versionString => "0.8.3-preview";
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internal static string versionString => "0.8.4-preview";
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// Render Pipelines UTS supports are the followings
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internal enum RenderPipeline

com.unity.toonshader/Runtime/Integrated/Shaders/UnityToon.shader

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[HideInInspector][Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 8
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 3
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 4
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[HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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com.unity.toonshader/Runtime/Integrated/Shaders/UnityToonTessellation.shader

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[HideInInspector][Enum(OFF, 0, ON, 1)] _isUnityToonshader("Material is touched by Unity Toon Shader", Int) = 1
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[HideInInspector] _utsVersionX("VersionX", Float) = 0
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[HideInInspector] _utsVersionY("VersionY", Float) = 8
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 3
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[HideInInspector] _utsVersionZ("VersionZ", Float) = 4
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[HideInInspector] _utsTechnique ("Technique", int ) = 0 //DWF
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[HideInInspector] _AutoRenderQueue("Automatic Render Queue ", int) = 1
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com.unity.toonshader/Runtime/UniversalRP/Shaders/UniversalToonBody.hlsl

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return SAMPLE_TEXTURE2D(_RaytracedHardShadow, sampler_RaytracedHardShadow, screenPos);
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#endif // UTS_USE_RAYTRACING_SHADOW
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#if !defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
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return 1.0h;
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#endif
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#if defined(ADDITIONAL_LIGHT_CALCULATE_SHADOWS)
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# if (SHADER_LIBRARY_VERSION_MAJOR >= 13 && UNITY_VERSION >= 202220 )
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ShadowSamplingData shadowSamplingData = GetAdditionalLightShadowSamplingData(lightIndex);
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# else
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half4 shadowParams = GetAdditionalLightShadowParams(lightIndex);
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return SampleShadowmap(TEXTURE2D_ARGS(_AdditionalLightsShadowmapTexture, sampler_AdditionalLightsShadowmapTexture), shadowCoord, shadowSamplingData, shadowParams, true);
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#else
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return 1.0h;
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#endif
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}
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com.unity.toonshader/package.json

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{
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"name": "com.unity.toonshader",
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"displayName":"Unity Toon Shader",
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"version": "0.8.3-preview",
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"version": "0.8.4-preview",
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"unity": "2020.3",
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"description": "Unity Toon Shader (Unity-Chan Toon Shader 3) is a toon shader for images and video that is designed to meet the needs of creators working on cel-shaded 3DCG animations.\nUnlike other pre-render toon shaders, all features can be adjusted in real time on Unity, which is the greatest feature of UTS.\n\nUTS has great power and makes a wide variety of character designs possible, from cel-shaded to light novel illustration styles.\n\nUTS has the 3 basic layers of Base Color, 1st Shade Color, and 2nd Shade Color, colors and textures can also accept a wide variety of customization options, such as High Color, Rim Light, MatCap (sphere mapping), and Emissive (light emission).The level of gradation (feather) between colors can also be adjusted in Unity in real-time.\n\nMore precisely, View documentation above.",
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"dependencies":

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