// Layer blending options
_LayerMaskMap("LayerMaskMap", 2D) = "white" {}
_LayerInfluenceMaskMap("LayerInfluenceMaskMap", 2D) = "white" {}
[ToggleOff ] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
[ToggleUI ] _UseHeightBasedBlend("UseHeightBasedBlend", Float) = 0.0
_HeightOffset0("Height Offset0", Float) = 0
_HeightOffset1("Height Offset1", Float) = 0
_HeightTransition("Height Transition", Range(0, 1.0)) = 0.0
[ToggleOff ] _UseDensityMode("Use Density mode", Float) = 0.0
[ToggleOff ] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
[ToggleUI ] _UseDensityMode("Use Density mode", Float) = 0.0
[ToggleUI ] _UseMainLayerInfluence("UseMainLayerInfluence", Float) = 0.0
_InheritBaseNormal1("_InheritBaseNormal1", Range(0, 1.0)) = 0.0
_InheritBaseNormal2("_InheritBaseNormal2", Range(0, 1.0)) = 0.0
_InheritBaseColor2("_InheritBaseColor2", Range(0, 1.0)) = 0.0
_InheritBaseColor3("_InheritBaseColor3", Range(0, 1.0)) = 0.0
[ToggleOff ] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
[ToggleOff ] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
[ToggleOff ] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
[ToggleOff ] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
[ToggleUI ] _OpacityAsDensity0("_OpacityAsDensity0", Float) = 0.0
[ToggleUI ] _OpacityAsDensity1("_OpacityAsDensity1", Float) = 0.0
[ToggleUI ] _OpacityAsDensity2("_OpacityAsDensity2", Float) = 0.0
[ToggleUI ] _OpacityAsDensity3("_OpacityAsDensity3", Float) = 0.0
[ToggleOff ] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[ToggleUI ] _ObjectScaleAffectTile("_ObjectScaleAffectTile", Float) = 0.0
[Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask("UV Set for blendMask", Float) = 0
[HideInInspector] _UVMappingMaskBlendMask("_UVMappingMaskBlendMask", Color) = (1, 0, 0, 0)
_TexWorldScaleBlendMask("Tiling", Float) = 1.0
[ToggleOff ] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleUI ] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
[ToggleOff ] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleUI ] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
[ToggleOff ] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
[ToggleUI ] _AlphaCutoffEnable("Alpha Cutoff Enable", Float) = 0.0
_AlphaCutoff("Alpha Cutoff", Range(0.0, 1.0)) = 0.5
[HideInInspector] _CullMode("__cullmode", Float) = 2.0
[HideInInspector] _ZTestMode("_ZTestMode", Int) = 8
[ToggleOff ] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleOff ] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleUI ] _EnableFogOnTransparent("Enable Fog", Float) = 1.0
[ToggleUI ] _EnableBlendModePreserveSpecularLighting("Enable Blend Mode Preserve Specular Lighting", Float) = 1.0
[ToggleOff ] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[ToggleUI ] _DoubleSidedEnable("Double sided enable", Float) = 0.0
[Enum(Flip, 0, Mirror, 1)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[ToggleOff ] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleOff ] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleOff ] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleUI ] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0
[ToggleUI ] _DisplacementLockTilingScale("displacement lock tiling scale", Float) = 1.0
[ToggleUI ] _DepthOffsetEnable("Depth Offset View space", Float) = 0.0
[ToggleOff ] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
[ToggleUI ] _EnableMotionVectorForVertexAnimation("EnableMotionVectorForVertexAnimation", Float) = 0.0
_PPDMinSamples("Min sample for POM", Range(1.0, 64.0)) = 5
_PPDMaxSamples("Max sample for POM", Range(1.0, 64.0)) = 15
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// Wind
[ToggleOff ] _EnableWind("Enable Wind", Float) = 0.0
[ToggleUI ] _EnableWind("Enable Wind", Float) = 0.0
_InitialBend("Initial Bend", float) = 1.0
_Stiffness("Stiffness", float) = 1.0
_Drag("Drag", float) = 1.0
[HideInInspector] _UVDetailsMappingMask2("_UVDetailsMappingMask2", Color) = (1, 0, 0, 0)
[HideInInspector] _UVDetailsMappingMask3("_UVDetailsMappingMask3", Color) = (1, 0, 0, 0)
[ToggleOff ] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleOff ] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleOff ] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleOff ] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[ToggleUI ] _LinkDetailsWithBase0("LinkDetailsWithBase0", Float) = 1.0
[ToggleUI ] _LinkDetailsWithBase1("LinkDetailsWithBase1", Float) = 1.0
[ToggleUI ] _LinkDetailsWithBase2("LinkDetailsWithBase2", Float) = 1.0
[ToggleUI ] _LinkDetailsWithBase3("LinkDetailsWithBase3", Float) = 1.0
[HideInInspector] _ShowMaterialReferences("_ShowMaterialReferences", Float) = 0
[HideInInspector] _ShowLayer0("_ShowLayer0", Float) = 0
// Transparency
[ToggleOff ] _PreRefractionPass("PreRefractionPass", Float) = 0.0
[ToggleUI ] _PreRefractionPass("PreRefractionPass", Float) = 0.0
// HACK: GI Baking system relies on some properties existing in the shader ("_MainTex", "_Cutoff" and "_Color") for opacity handling, so we need to store our version of those parameters in the hard-coded name the GI baking system recognizes.
_MainTex("Albedo", 2D) = "white" {}