Now vertex color is remapped between -1 and 1 and added to the mask map when using both at the same time for layered lit shader (instead of being multiplied)
publicreadonlyGUIContentlayerMapMaskText=newGUIContent("Layer Mask","Layer mask (multiplied by vertex color if enabled)");
publicreadonlyGUIContentlayerMapVertexColorText=newGUIContent("Use Vertex Color","Layer mask (multiplied by layer mask if enabled)");
publicreadonlyGUIContentlayerMapVertexColorText=newGUIContent("Use Vertex Color","If no layer mask is set, vertex color values between 0 and 1.0 are used as final mask.\nIf a layer mask is set, vertex color values are remapped between -1 and 1 and added to the mask (neutral at 0.5 vertex color).");
publicreadonlyGUIContentvertexColorHeightMultiplierText=newGUIContent("Vertex Height Scale","Scale applied to the vertex color height.");
publicreadonlyGUIContentlayerCountText=newGUIContent("Layer Count","Number of layers.");
publicreadonlyGUIContentlayerTexWorldScaleText=newGUIContent("Tiling","Tiling factor applied to Planar/Trilinear mapping");