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clip(alpha - _AlphaCutoff); |
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#endif |
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builtinData.opacity = alpha; |
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#ifdef _SPECULAROCCLUSIONMAP |
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// TODO: Do something. For now just take alpha channel |
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surfaceData.specularOcclusion = UNITY_SAMPLE_TEX2D(_SpecularOcclusionMap, input.texCoord0).a; |
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// Builtin Data |
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builtinData.opacity = alpha; |
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// TODO: Sample lightmap/lightprobe/volume proxy |
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// This should also handle projective lightmap |
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