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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 |
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[Enum(Subsurface Scattering, 0, Standard, 1, Specular Color, 2)] _MaterialID("MaterialId", Int) = 1 // MaterialId.LitStandard |
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// Note: 2 and 3 are currently unused |
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[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 4, Specular Color, 5)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting |
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[ToggleOff] _EnablePerPixelDisplacement("Enable per pixel displacement", Float) = 0.0 |
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_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5 |
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#pragma shader_feature _THICKNESSMAP |
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#pragma shader_feature _SPECULARCOLORMAP |
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#pragma shader_feature _VERTEX_WIND |
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// MaterialId are used as shader feature to allow compiler to optimize properly |
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// Note _MATID_STANDARD is not define as there is always the default case "_". We assign default as _MATID_STANDARD, so we never test _MATID_STANDARD |
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#pragma shader_feature _ _MATID_SSS _MATID_ANISO _MATID_SPECULAR |
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#pragma multi_compile LIGHTMAP_OFF LIGHTMAP_ON |
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#pragma multi_compile DIRLIGHTMAP_OFF DIRLIGHTMAP_COMBINED |
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