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// Be sure that the compiler is aware that we don't use UV1 to UV3 for main layer so it can optimize code |
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_UVMappingMask = float4(1.0, 0.0, 0.0, 0.0); |
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ComputeLayerTexCoord( texCoord0, texCoord1, texCoord2, texCoord3, |
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positionWS, normalWS, mappingType, _TexWorldScale, layerTexCoord); |
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} |
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float GetMaxDisplacement() |
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