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[HideInInspector] _ZTestDepthEqualForOpaque("_ZTestDepthEqualForOpaque", Int) = 4 // Less equal |
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[HideInInspector] _ZTestGBuffer("_ZTestGBuffer", Int) = 4 |
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[ToggleUI] _DoubleSidedEnable("Double sided enable", Float) = 0.0 |
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[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1 |
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[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0) |
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[ToggleUI] _EnableInstancedPerPixelNormal("Instanced per pixel normal", Float) = 1.0 |
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" |
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#pragma shader_feature _MASKMAP |
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// Sample normal in pixel shader when doing instancing |
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#pragma shader_feature _TERRAIN_INSTANCED_PERPIXEL_NORMAL |
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#pragma shader_feature _DOUBLESIDED_ON |
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//#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0 |
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//#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1 |
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