|
|
|
|
|
|
// This part of the code is not used in case of layered shader but we keep the same macro system for simplicity |
|
|
|
#if !defined(LAYERED_LIT_SHADER) |
|
|
|
|
|
|
|
#ifdef _SUBSURFACE_SCATTERING |
|
|
|
surfaceData.materialId = _MaterialID; |
|
|
|
#else |
|
|
|
surfaceData.materialId = (_MaterialID == MATERIALID_LIT_SSS) ? 0 : _MaterialID; |
|
|
|
#endif |
|
|
|
surfaceData.materialId = (_EnableSSS || _MaterialID != MATERIALID_LIT_SSS) ? _MaterialID : MATERIALID_LIT_STANDARD; |
|
|
|
|
|
|
|
// TODO: think about using BC5 |
|
|
|
#ifdef _TANGENTMAP |
|
|
|