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[HideInInspector] _Splat2("Layer 2", 2D) = "white" {} |
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[HideInInspector] _Splat3("Layer 3", 2D) = "white" {} |
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[HideInInspector] _Normal0("Normal 0", 2D) = "bump" {} |
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[HideInInspector] _Normal1("Normal 1", 2D) = "bump" {} |
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[HideInInspector] _Normal2("Normal 2", 2D) = "bump" {} |
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[HideInInspector] _Normal3("Normal 3", 2D) = "bump" {} |
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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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_MaskMap2("MaskMap2", 2D) = "white" {} |
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_MaskMap3("MaskMap3", 2D) = "white" {} |
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_NormalMap0("NormalMap0", 2D) = "bump" {} |
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_NormalMap1("NormalMap1", 2D) = "bump" {} |
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_NormalMap2("NormalMap2", 2D) = "bump" {} |
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_NormalMap3("NormalMap3", 2D) = "bump" {} |
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_NormalMapOS0("NormalMapOS0", 2D) = "white" {} |
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_NormalMapOS1("NormalMapOS1", 2D) = "white" {} |
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_NormalMapOS2("NormalMapOS2", 2D) = "white" {} |
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_NormalMapOS3("NormalMapOS3", 2D) = "white" {} |
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_NormalScale0("_NormalScale0", Range(0.0, 2.0)) = 1 |
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_NormalScale1("_NormalScale1", Range(0.0, 2.0)) = 1 |
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_NormalScale2("_NormalScale2", Range(0.0, 2.0)) = 1 |
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_NormalScale3("_NormalScale3", Range(0.0, 2.0)) = 1 |
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_BentNormalMap0("BentNormalMap0", 2D) = "bump" {} |
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_BentNormalMap1("BentNormalMap1", 2D) = "bump" {} |
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_BentNormalMap2("BentNormalMap2", 2D) = "bump" {} |
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_BentNormalMap3("BentNormalMap3", 2D) = "bump" {} |
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_BentNormalMapOS0("BentNormalMapOS0", 2D) = "white" {} |
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_BentNormalMapOS1("BentNormalMapOS1", 2D) = "white" {} |
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_BentNormalMapOS2("BentNormalMapOS2", 2D) = "white" {} |
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_BentNormalMapOS3("BentNormalMapOS3", 2D) = "white" {} |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0("NormalMap space", Float) = 0 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1("NormalMap space", Float) = 0 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2("NormalMap space", Float) = 0 |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3("NormalMap space", Float) = 0 |
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_DiffusionProfile0("Diffusion Profile0", Int) = 0 |
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_DiffusionProfile1("Diffusion Profile1", Int) = 0 |
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_DiffusionProfile2("Diffusion Profile2", Int) = 0 |
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//#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 |
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//#pragma shader_feature _ _LAYER_MAPPING_PLANAR2 _LAYER_MAPPING_TRIPLANAR2 |
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//#pragma shader_feature _ _LAYER_MAPPING_PLANAR3 _LAYER_MAPPING_TRIPLANAR3 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE0 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE1 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE2 |
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#pragma shader_feature _NORMALMAP_TANGENT_SPACE3 |
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#pragma shader_feature _NORMALMAP0 |
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#pragma shader_feature _NORMALMAP1 |
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#pragma shader_feature _MASKMAP1 |
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#pragma shader_feature _MASKMAP2 |
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#pragma shader_feature _MASKMAP3 |
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#pragma shader_feature _BENTNORMALMAP0 |
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#pragma shader_feature _BENTNORMALMAP1 |
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#pragma shader_feature _BENTNORMALMAP2 |
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#pragma shader_feature _BENTNORMALMAP3 |
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#pragma shader_feature _EMISSIVE_COLOR_MAP |
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#pragma shader_feature _ENABLESPECULAROCCLUSION |
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#pragma shader_feature _HEIGHTMAP0 |
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