unit – ToonRamp Shader + Normal Maps: how to keep strict lighting strips?

I'm trying to get a shading similar to that of this image:

Image 1: https://imgur.com/a/eTTvSCD

To get something similar, I wrote a shader ramp shader (similar to that of standard assets) with normal cards. The shader works, and without a normal map, you can see the strictly defined lighting strips, with visible seams separating them (Image 2). But once you have added a normal map, the toon bands will have more well-defined seams and blend seamlessly into the mesh (Image 3).

Image 2 & 3: https://imgur.com/a/SI3BxED

This is my current shader:

Shader "Custom/ToonRampWithNormals" 
        _Color ("Color", Color) = (1,1,1,1)
        _MainTex ("Albedo (RGB)", 2D) = "white" {}
        _BumpMap("Bumpmap", 2D) = "bump" {}
        _Ramp("Toon Ramp", 2D) = "white" {}
        Tags { "RenderType"="Opaque" }
        LOD 200

        #pragma surface surf Ramp

        // Use shader model 3.0 target, to get nicer looking lighting
        #pragma target 3.0

        sampler2D _Ramp;

        half4 LightingRamp(SurfaceOutput s, half3 lightDir, half atten) 
            half NdotL = dot(s.Normal, lightDir);
            half diff = NdotL * 0.5 + 0.5;
            half3 ramp = tex2D(_Ramp, float2(diff,diff)).rgb;
            half4 c;
            c.rgb = s.Albedo * _LightColor0.rgb * ramp * atten;
            c.a = s.Alpha;
            return c;

        struct Input
            float2 uv_MainTex;
            float2 uv_BumpMap;

        sampler2D _MainTex;
        sampler2D _BumpMap;
        half _Glossiness;
        fixed4 _Color;

            // put more per-instance properties here

        void surf (Input IN, inout SurfaceOutput o)
            // Albedo comes from a texture tinted by color
            fixed4 c = tex2D (_MainTex, IN.uv_MainTex) * _Color;
            o.Albedo = c.rgb;
            o.Normal = UnpackNormal(tex2D(_BumpMap, IN.uv_BumpMap));
            o.Alpha = c.a;
    FallBack "Diffuse" 

So, what did I do wrong? How can I have well defined lighting strips and normal mapping?

If you can think of a better way to achieve something similar to the reference or if you have ideas about it, share, any contribution is welcome.

Suppliers of urine test strips in China

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vertical strips on sony ar7ii (some pictures)

Recently, I bought a Sony AR7ii and did about 2k photos with it.
works fine, but sometimes I see these black stripes.

I have no idea what causes it and how to avoid it. any idea would be appreciated! (

Complexity of STRIPS planning to find the optimal solution: PSPACE-complete or NP-complete?

I read the two articles below to try to determine if STRIPS is NP-complete or PSPACE-complete. Specifically, I try to understand the complexity of finding optimal solutions with the help of STRIPS.

Moreover, Bylander (1994) defines PLANMIN to find the shortest plane. This is related to the length directly where the goal is to minimize the length of the plane. I'm not sure I can apply his reasoning to my situation. I'm using an objective function other than length, for which I have to find the complete plan before calculating its utility, then a plan minimizing this utility. So I can not just stop my searches and go back if I find a plan longer than the shortest one I have found so far. Does this condition make this NP-complete search?

Thank you in advance.

Bylander, T. (1994). The computational complexity of propositional STRIPS planning. Artificial Intelligence, 69 (1-2), 165-204. https://doi.org/10.1016/0004-3702(94)90081-7

Erol, K., Nau, D.S. and Subrahmanian, V.S. (1991). Results of complexity, decidability and undecidability for domain independent planning: detailed analysis, 76 (CS-TR-2797), 75-88.