varHazyGlossMaxDielectricF0UI=newUIBufferedProperty(this,k_HazyGlossMaxDielectricF0,"Maximum Dielectric Specular Color","Cap Dielectrics To This Maximum Dielectric Specular Color",false,
_=>(IsCapDielectricUsed));
varHazyGlossMaxDielectricF0=newProperty(this,k_HazyGlossMaxDielectricF0,"Maximum Dielectric Specular Color","Cap Dielectrics To This Maximum Dielectric Specular Color",true);
varHazyGlossMaxDielectricF0=newProperty(this,k_HazyGlossMaxDielectricF0,"Maximum Dielectric Specular Color","Cap Dielectrics To This Maximum Dielectric Specular Color",true,_=>(false));
// ...this later property is always used by the shader when IsMetallicParametrizationUsed and IsHazyGlossParametrizationUsed, but since these are dynamic,
// we always make the base property mandatory.
Haziness,
CapHazinessWrtMetallic,
HazyGlossMaxDielectricF0UI,
HazyGlossMaxDielectricF0,// dummy, always hidden, we create it just to force the isMandatory check