// In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it.
// TODO: Fix the code in legacy unity so we can customize the behavior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
_TexWorldScale0("Tiling", Float) = 1.0
_TexWorldScale1("Tiling", Float) = 1.0
_TexWorldScale2("Tiling", Float) = 1.0
_TexWorldScale3("Tiling", Float) = 1.0
// 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.