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var lwSub = new LightWeightUnlitSubShader(); |
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finalShader.AddShaderChunk(lwSub.GetSubshader(this, mode), true); |
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var hdSub = new HDUnlitSubShader(); |
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finalShader.AddShaderChunk(hdSub.GetSubshader(this, mode), true); |
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//Disable HD for now as there is no mapping
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// for many inputs like worldSpaceNormal and similar
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/*var hdSub = new HDUnlitSubShader(); |
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finalShader.AddShaderChunk(hdSub.GetSubshader(this, mode), true);*/ |
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finalShader.Deindent(); |
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finalShader.AddShaderChunk("}", false); |
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