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fix: incorrect table layout documentation in sections under Inspector Window Settings (#409)
* add newlines * Highlight page * Rimlight page * Emission page * Matcap page * Outline page
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com.unity.toonshader/Documentation~/Basic.md

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@@ -37,6 +37,7 @@ Apply **Base Map** to the **1st Shading Map**. When you check **Apply to 1st Sha
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## 1st Shading Map
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The map used for the brighter portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White.
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| **1st Shading Map** (Face) | (Hair) | Result |
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| ---- | ---- | ---- |
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| <img src="images/yuko_face3_B.png" height="256"> | <img src="images/yuko_hairB.png" height="256"> |<img src="images/YukoFace1stShadingMap.png" height="256"> |
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### 2nd Shading Map
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The map used for the darker portions of the shadow. Texture(sRGB) × Color(RGB). The default color is White.
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| **2nd Shading Map** (Face) | (Hair) | Result |
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| ---- | ---- | ---- |
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| <img src="images/yuko_face3_C.png" height="256"> | <img src="images/yuko_hairC.png" height="256"> |<img src="images/YukoFace2ndShadingMap.png" height="256"> |

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

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## Emission Map
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Primarily used with the Bloom Post Effect and represents luminous objects.
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| Emission Map Example |
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| -- |
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| <img src="images/EmissionMapSample.png" height="256"> |

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

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## Highlight
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Highlight : Texture(sRGB) × Color(RGB) Default:White. Pattern and color of specularly illuminated area.
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<br><br>
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| Default Color | Applied different light color |
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| - | - |
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| <img src="images/Highlight0.png" height="256"> | <img src="images/Highlight1.png" height="256"> |

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

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## MatCap Blending on Shadows
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Enables the blending rate of the MatCap range in shadows.
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| MatCap Blending on Shadows Off | MatCap Blending on Shadows On |
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| -- | --|
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| <img src="images/MatCapBlendingOnShadowOff.png" height="256">| <img src="images/MatCapBlendingOnShadowOn.png" height="256"> |

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

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## Outline
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A checkbox to enable outline.
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| Outline Off | Outline On |
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| -- | -- |
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| <img src="images/OutlineOff.png" height="256"> | <img src="images/OutlineOn.png" height="256"> |
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### Outline Mode
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Specifies how the inverted-outline objects spawn.
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| Outline Mode | Description |
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| -- | -- |
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| Normal Direction | Stretches polygons in the normal direction. |

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

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## Rim Light
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A Check box to enable **Rim Light** that hits the 3D model from behind and emphasizes the contours of the model from the front.
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| Rim Light Off | Rim Light On |
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| ---- | ---- |
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| <img src="images/RimLightOff.png" height="256"> | <img src="images/RimLightOn.png" height="256"> |
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| Rim Light with feather | Rim light feather disabled |
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| ---- | ---- |
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| <img src="images/RimLightFeatherOn.png" height="256"> | <img src="images/RimLightFeatherOff.png" height="256"> |
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<br>
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### Light Direction
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A Checkbox to enable light direction. When Enabled, generates **Rim Light** in the direction of the light source.
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| Rim Light Direction Off | Rim Light Direction On |
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| ---- | ---- |
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| <img src="images/RimLightDirectionOff.png" height="256"> | <img src="images/RimLightDirectionOn.png" height="256"> |
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<br>
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### Light Direction Rim Light Level
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Specifies intensity of **Rim Light** in the light source direction.
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### Inverted Light Direction Rim Light
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Light color effectiveness to inverted direction rim lit areas.
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| Inverted Light Direction Rim Light Off | Inverted Light Direction Rim Light On |
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| ---- | ---- |
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| <img src="images/InversedLightDirectionRimLightOff.png" height="256"> | <img src="images/InversedLightDirectionRimLightOn.png" height="256"> |
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<br>
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#### Inverted Rim Light Color
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Specifies the color of inverted/antipodean **Rim Light**.
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### Rim Light Mask
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Rim Light Mask : a gray scale texture(linear). The white part of the texture represents **Rim Light**, and the black part masks.
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Gray Scale Texture Example |
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Gray Scale Texture Example |
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| ---- |
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|<img src="images/UVCheckGrid.png" height="256">|
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