|
|
|
|
|
|
// the HD renderloop packs detail albedo and detail normals into a single texture.
|
|
|
|
// mapping the detail normal map, if any, to the detail map, should do the right thing if
|
|
|
|
// there is no detail albedo.
|
|
|
|
RenameTexture("_DetailNormalMap", "_DetailMap"); |
|
|
|
RenameTexture("_DetailAlbedoMap", "_DetailMapLegacy"); |
|
|
|
RenameTexture("_DetailMask", "_DetailMaskMapLegacy"); |
|
|
|
RenameVector("_DetailAlbedoMap_ST", "_DetailMap_ST"); |
|
|
|
RenameFloat("_Metallic", "_Metallic"); |
|
|
|
|
|
|
|
//@TODO: Seb. Why do we multiply color by intensity
|
|
|
|
// in shader when we can just store a color?
|
|
|
|
// builtinData.emissiveColor * builtinData.emissiveIntensity
|
|
|
|
RenameFloat("_Metallic", "_Metallic"); |
|
|
|
} |
|
|
|
|
|
|
|
public override void Convert(Material srcMaterial, Material dstMaterial) |
|
|
|