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// All the following properties that concern the UV mapping are the same as in the Lit shader. |
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// This means that they will get overridden when synchronizing the various layers. |
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// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties |
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_TexWorldScale0("Scale to apply on world coordinate", Float) = 1.0 |
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_TexWorldScale1("Scale to apply on world coordinate", Float) = 1.0 |
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_TexWorldScale2("Scale to apply on world coordinate", Float) = 1.0 |
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_TexWorldScale3("Scale to apply on world coordinate", Float) = 1.0 |
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_TexWorldScale0("Tiling", Float) = 1.0 |
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_TexWorldScale1("Tiling", Float) = 1.0 |
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_TexWorldScale2("Tiling", Float) = 1.0 |
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_TexWorldScale3("Tiling", Float) = 1.0 |
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[Enum(UV0, 0, UV1, 1, UV3, 2, Planar, 3, Triplanar, 4)] _UVBase0("UV Set for base0", Float) = 0 |
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[Enum(UV0, 0, UV1, 1, UV3, 2, Planar, 3, Triplanar, 4)] _UVBase1("UV Set for base1", Float) = 0 |
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// Unused but to be able to share litUI.Sahder and layeredUI.Shader |
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[HideInInspector] _UVBase("UV Set for base", Float) = 0 |
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[HideInInspector] _UVDetail("UV Set for base", Float) = 0 |
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[HideInInspector] _TexWorldScale("Scale to apply on world coordinate", Float) = 1.0 |
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[HideInInspector] _TexWorldScale("Tiling", Float) = 1.0 |
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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) |
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[HideInInspector] _UVDetailsMappingMask("_UVDetailsMappingMask", Color) = (1, 0, 0, 0) |
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} |
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