Unity 2017.3
m_Name: SSSHead
m_Shader: {fileID: 4800000, guid: 6e4ae4064600d784cac1e41a9e6f2e59, type: 3}
m_ShaderKeywords: _ALBEDOAFFECTEMISSIVE_OFF _ENABLEPERPIXELDISPLACEMENT_OFF _ENABLESPECULAROCCLUSION_OFF
_MATID_SSS _NORMALMAP _NORMALMAP_TANGENT_SPACE _SUBSURFACE_RADIUS_MAP _THICKNESSMAP
_MATID_SSS _NORMALMAP _NORMALMAP_TANGENT_SPACE _THICKNESSMAP
m_LightmapFlags: 4
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_Scale: {x: 1, y: 1}
m_Offset: {x: 0, y: 0}
- _ThicknessMap:
m_Texture: {fileID: 2800000, guid: f40319fb453e7e04dbe1e64f7b81efd9, type: 3}
m_Texture: {fileID: 2800000, guid: 13ef23776cd487941973bab55623a077, type: 3}
m_Floats:
vertexColor = input.color;
#endif
#ifdef _VERTEX_WIND
// This code is disabled for velocity pass for now because at the moment we cannot have Normals with the velocity pass (this attributes holds last frame data)
// TODO: Remove the velocity pass test when velocity is properly handled.
#if defined(_VERTEX_WIND) && (SHADERPASS != SHADERPASS_VELOCITY)
float3 rootWP = mul(GetObjectToWorldMatrix(), float4(0, 0, 0, 1)).xyz;
ApplyWind(positionWS, normalWS, rootWP, _Stiffness, _Drag, _ShiverDrag, _ShiverDirectionality, _InitialBend, input.color.a, _Time);