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InitBuiltinData(alpha, surfaceData.normalWS, -input.worldToTangent[2], input.positionRWS, input.texCoord1, input.texCoord2, builtinData); |
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// Support the emissive color and map |
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builtinData.emissiveColor = _EmissiveColor * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); |
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builtinData.emissiveColor = _EmissiveColor.rgb * lerp(float3(1.0, 1.0, 1.0), surfaceData.baseColor.rgb, _AlbedoAffectEmissive); |
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#ifdef _EMISSIVE_COLOR_MAP |
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// Generate the primart uv coordinates |
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float2 uvEmissive = _UVMappingMaskEmissive.x * input.texCoord0 + |
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