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MatCap Texture should be 0.0 when it doesn't exist.
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@ -118,7 +118,7 @@ inline half3 GetMToonLighting_Rim_Matcap(const MToonInput input)
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return _MatcapColor.rgb * MTOON_SAMPLE_TEXTURE2D(_MatcapTex, matcapUv).rgb;
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}
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return _MatcapColor.rgb;
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return 0;
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}
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inline half3 GetMToonLighting_Rim(const UnityLighting unityLight, const MToonInput input, const half shadow)
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