Fix NaN cause when a 0-length normal is generated and then normalized. #434
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The bug that it fixes is this: https://fogbugz.unity3d.com/f/cases/1243282/
The problem derives when shadergraph can generate a 0-length normal (for several manipulation that are possible, this is not impossible). This leads to a normalization that causes a div by 0, hence NaN ensue in lighting calculations.
I will backport when approved as I think there is a conflict that doesn't allow a simple cherry pick.
For QA:
Note that to repro you need to add a camera additional data to the camera and move around a bit when in play mode. Before this fix a small flash will happen.
Ping me and I can point to you where is a good spot to see the issue.