publicstaticGUIContentppdMaxSamplesText=newGUIContent("Maximum steps","Maximum steps (texture sample) to use with per pixel displacement mapping");
publicstaticGUIContentppdLodThresholdText=newGUIContent("Fading mip level start","Starting heightmap mipmap lod number where the parallax occlusion mapping effect start to disappear");
publicstaticGUIContentenableVertexDisplacementText=newGUIContent("Enable vertex displacement","Use heightmap as a displacement map. Displacement map is use to move vertex position in local space");
publicstaticGUIContentvertexDisplacementObjectScaleText=newGUIContent("Lock with object scale","Vertex displacement will take into account the object scale - Only work with uniform positive scale");
publicstaticGUIContentvertexDisplacementTilingScaleText=newGUIContent("Lock with heightmap tiling","Vertex displacement will take into account the tiling scale - Only work with uniform positive scale");
publicstaticGUIContenttessellationFactorTriangleSizeText=newGUIContent("Triangle size","Desired screen space sized of triangle (in pixel). Smaller value mean smaller triangle.");
publicstaticGUIContenttessellationShapeFactorText=newGUIContent("Shape factor","Strength of Phong tessellation shape (lerp factor)");
publicstaticGUIContenttessellationBackFaceCullEpsilonText=newGUIContent("Triangle culling Epsilon","If -1.0 back face culling is enabled for tessellation, higher number mean more aggressive culling and better performance");
publicstaticGUIContenttessellationObjectScaleText=newGUIContent("Lock with object scale","Tessellation displacement will take into account the object scale - Only work with uniform positive scale");
publicstaticGUIContenttessellationTilingScaleText=newGUIContent("Lock with heightmap tiling","Tessellation displacement will take into account the tiling scale - Only work with uniform positive scale");
// TODO: deal with camera center rendering and instancing (This is the reason why we always perform two steps transform to clip space + instancing matrix)
// TODO: This should be an uniform for the object, this code should be remove (and is specific to Lit.shader) once we have it. - Workaround for now
output.objectScale = objectScale;
// TODO: deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)
// TODO: TEMP: Velocity has a flow as it doens't have normal. This need to be fix. In the mean time, generate fix normal so compiler doesn't complain - When fix, think to also enable ATTRIBUTES_NEED_NORMAL in LitVelocityPass.hlsl
#if SHADERPASS == SHADERPASS_VELOCITY
output.normalWS = float3(0.0, 0.0, 1.0);
output.tangentWS = tangentWS;
#endif
#else
// TODO deal with camera center rendering and instancing (This is the reason why we always perform tow steps transform to clip space + instancing matrix)