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[HideInInspector] _Splat2("Layer 2", 2D) = "white" {} |
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[HideInInspector] _Splat3("Layer 3", 2D) = "white" {} |
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// Since we don't use a mask texture for getting the mask, we'll need the metallic property to be serialized as in sRGB space. |
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[HideInInspector] [Gamma] _Metallic0("Metallic 0", Range(0.0, 1.0)) = 0 |
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[HideInInspector] [Gamma] _Metallic1("Metallic 1", Range(0.0, 1.0)) = 0 |
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[HideInInspector] [Gamma] _Metallic2("Metallic 2", Range(0.0, 1.0)) = 0 |
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[HideInInspector] [Gamma] _Metallic3("Metallic 3", Range(0.0, 1.0)) = 0 |
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[HideInInspector] _Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0 |
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[HideInInspector] _Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0 |
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[HideInInspector] _Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0 |
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[HideInInspector] _Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0 |
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// TODO: route values from terrain layers. enable _DENSITY_MODE if any of these enabled. |
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[HideInInspector] [ToggleUI] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0 |
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[HideInInspector] [ToggleUI] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0 |
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// They are use to fill a SurfaceData. With a MaterialGraph this should not exist. |
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// All the following properties are filled by the referenced lit shader. |
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// Reminder. Color here are in linear but the UI (color picker) do the conversion sRGB to linear |
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_BaseColor0("BaseColor0", Color) = (1, 1, 1, 1) |
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_BaseColor1("BaseColor1", Color) = (1, 1, 1, 1) |
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_BaseColor2("BaseColor2", Color) = (1, 1, 1, 1) |
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_BaseColor3("BaseColor3", Color) = (1, 1, 1, 1) |
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_Metallic0("Metallic0", Range(0.0, 1.0)) = 0 |
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_Metallic1("Metallic1", Range(0.0, 1.0)) = 0 |
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_Metallic2("Metallic2", Range(0.0, 1.0)) = 0 |
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_Metallic3("Metallic3", Range(0.0, 1.0)) = 0 |
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_Smoothness0("Smoothness0", Range(0.0, 1.0)) = 1.0 |
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_Smoothness1("Smoothness1", Range(0.0, 1.0)) = 1.0 |
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_Smoothness2("Smoothness2", Range(0.0, 1.0)) = 1.0 |
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_Smoothness3("Smoothness3", Range(0.0, 1.0)) = 1.0 |
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_SmoothnessRemapMin0("SmoothnessRemapMin0", Range(0.0, 1.0)) = 0.0 |
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_SmoothnessRemapMin1("SmoothnessRemapMin1", Range(0.0, 1.0)) = 0.0 |
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