- Added the possibility for material layers to inherit from the base layer normal map.
- Changed the way normal are handled in Lit/LayeredLit shader so that we could properly implement the point above (namely, GetSurfaceData now returns the tangent space normal instead of world space directly, this allows to blend them correctly for layered shader).
publicreadonlyGUIContentUVBaseText=newGUIContent("Base UV Mapping","Base UV Mapping mode of the layer.");
publicreadonlyGUIContentUVDetailText=newGUIContent("Detail UV Mapping","Detail UV Mapping mode of the layer.");
publicreadonlyGUIContentuseHeightBasedBlendText=newGUIContent("Use Height Based Blend","Layer will be blended with the underlying layer based on the height.");
publicreadonlyGUIContentheightOffsetText=newGUIContent("HeightOffset","Height offset from the previous layer.");
publicreadonlyGUIContentheightOffsetText=newGUIContent("Height Offset","Height offset from the previous layer.");
publicreadonlyGUIContentinheritBaseLayerText=newGUIContent("Inherit Base Layer Normal","Inherit the normal from the base layer.");
// The idea here is to lerp toward vertex normal. This way when we don't want to inherit, we will combine layer 1/2/3 normal with a vertex normal which is neutral.
// Blend layer 1/2/3 normals before combining to the base layer. Again we need to have a neutral value for base layer (vertex normal) in case all weights are zero.