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metallicMap = Texture2D.blackTexture; |
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// Occlusion
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//bool hasOcclusion = srcMaterial.GetTexture("_OcclusionMap") != null;
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//Texture occlusionMap;
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//if (hasOcclusion) occlusionMap = TextureCombiner.GetTextureSafe(srcMaterial, "_OcclusionMap", Color.white);
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bool hasOcclusion = srcMaterial.GetTexture("_OcclusionMap") != null; |
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Texture occlusionMap; |
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if (hasOcclusion) occlusionMap = TextureCombiner.GetTextureSafe(srcMaterial, "_OcclusionMap", Color.white); |
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//bool hasDetailMask = srcMaterial.GetTexture("_DetailMask") != null;
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//Texture detailMaskMap;
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//if (hasDetailMask) detailMaskMap = TextureCombiner.GetTextureSafe(srcMaterial, "_DetailMask", Color.white);
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bool hasDetailMask = srcMaterial.GetTexture("_DetailMask") != null; |
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Texture detailMaskMap; |
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if (hasDetailMask) detailMaskMap = TextureCombiner.GetTextureSafe(srcMaterial, "_DetailMask", Color.white); |
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// Smoothness
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bool hasSmoothness = false; |
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