newTextureProperty(this,k_SubsurfaceMaskName,"Subsurface mask map (R)","Determines the strength of the subsurface scattering effect.",false),
newTextureProperty(this,k_SubsurfaceMaskMap,k_SubsurfaceMaskName,"Subsurface mask map (R)","Determines the strength of the subsurface scattering effect.",false),
newTextureProperty(this,k_ThicknessName,"Thickness","If subsurface scattering is enabled, low values allow some light to be transmitted through the object.",false),
newTextureProperty(this,k_ThicknessMapName,k_ThicknessName,"Thickness","If subsurface scattering is enabled, low values allow some light to be transmitted through the object.",false),
//new GroupProperty(this, "Iridescence", new BaseProperty[]
//new GroupProperty(this, "_Iridescence", "Iridescence", new BaseProperty[]
//new GroupProperty(this, "Glint", new BaseProperty[]
//new GroupProperty(this, "_Glint", "Glint", new BaseProperty[]
//{
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Density", "Density:", false),
// new TextureProperty(this, k_BaseColorMap, k_BaseColor, "Tint", "Tint", false),
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 // This is for the editor only, see BaseLitUI.cs: _DoubleSidedConstants will be set based on the mode.