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// Emissive Intensity is only use here, but is part of BuiltinData to enforce UI parameters as we want the users to fill one color and one intensity |
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builtinData.emissiveIntensity = _EmissiveIntensity; // We still store intensity here so we can reuse it with debug code |
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builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity * lerp(1.0, surfaceData.baseColor, _AlbedoAffectEmissive); |
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builtinData.emissiveColor = _EmissiveColor * builtinData.emissiveIntensity * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); |
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#ifdef _EMISSIVE_COLOR_MAP |
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builtinData.emissiveColor *= SAMPLE_TEXTURE2D(_EmissiveColorMap, sampler_EmissiveColorMap, input.texCoord0).rgb; |
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#endif |
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