if (degree <= 90)
x = 1 - (0.5 * sin(degree));
else
x = 0.5 * sin(degree);
RealColor = x * TopColor + (1 - a) * BottomColor;
=================================================
// 비교적 편차가 적은 간소화 버전으로 변경가능.
x = 0.5 + (0.5 * cos(degree));
// - 분기가 없어졌다.
// - cos(degree)는 dot 연산으로 대처가능
// x = 0.5 + (0.5 * dot(N, L));
FakeColor = x * TopColor + (1 - a) * BottomColor;
half hemiWeight = 0.5 + 0.5 * dot(N, L);
half3 diffuse = lerp(_GroundColor, _SkyColor, hemiWeight);
half3 camPositionWS = GetCurrentViewPosition();
half3 L_VS = GetWorldSpaceViewDir(L);
half skyWeight = 0.5f + 0.5 * max(0, dot(N, normalize(camPositionWS + L_VS)));
half groundWeight = 0.5f + 0.5 * max(0, dot(N, normalize(camPositionWS - L_VS)));
half3 specular = (max(0, pow(skyWeight, _SpecularPower)) + max(0, pow(skyWeight, _SpecularPower)))
*_SpecularNormFactor
* hemiWeight
* diffuse;
half3 result = diffuse + specular;