Hi, i'm looking at the current implementation of the toon shader given in the project to see if i can add my own contribution to it. Seems a nice time to actually learn a bit more about shading in urp since i've been mostly on the legacy pipeline until now. RIght now i'm fiddling with the main toon gradient sampling and i got a couple of questions: 1) About the gradient itself: is there a particular reason to keep it an internal structure instead of having a texture containing a gradient to sample? The latter would give way more freedom to the artists to edit them. 2) Is there a general limit on how much should be done inside a single custom function?