[ToggleUI] _EnableSpecularOcclusion("Enable specular occlusion", Float) = 0.0
_EmissiveColor("EmissiveColor", Color) = (1, 1, 1)
_EmissiveColorMap("EmissiveColorMap", 2D) = "white" {}
_EmissiveIntensity("EmissiveIntensity", Float) = 0
[ToggleUI] _AlbedoAffectEmissive("Albedo Affect Emissive", Float) = 0.0
// Stencil state
[HideInInspector] _StencilRef("_StencilRef", Int) = 2 // StencilLightingUsage.RegularLighting
[HideInInspector] _StencilWriteMask("_StencilWriteMask", Int) = 7 // StencilMask.Lighting (fixed at compile time)
[Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode("Double sided normal mode", Float) = 1
[HideInInspector] _DoubleSidedConstants("_DoubleSidedConstants", Vector) = (1, 1, -1, 0)
[Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode("Emissive color mode", Float) = 1
[Enum(UV0, 0, Planar, 4, TriPlanar, 5)] _UVEmissive("UV Set for emissive", Float) = 0
_TexWorldScaleEmissive("Scale to apply on world coordinate", Float) = 1.0
[HideInInspector] _UVMappingMaskEmissive("_UVMappingMaskEmissive", Color) = (1, 0, 0, 0)
// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
// TODO: Fix the code in legacy unity so we can customize the behavior for GI
_EmissionColor("Color", Color) = (1, 1, 1)
_TexWorldScale0("Tiling", Float) = 1.0
#pragma shader_feature _DOUBLESIDED_ON
#pragma shader_feature _ _EMISSIVE_MAPPING_PLANAR _EMISSIVE_MAPPING_TRIPLANAR
//#pragma shader_feature _ _LAYER_MAPPING_PLANAR_BLENDMASK _LAYER_MAPPING_TRIPLANAR_BLENDMASK
//#pragma shader_feature _ _LAYER_MAPPING_PLANAR0 _LAYER_MAPPING_TRIPLANAR0
//#pragma shader_feature _ _LAYER_MAPPING_PLANAR1 _LAYER_MAPPING_TRIPLANAR1
#pragma shader_feature _MASKMAP1
#pragma shader_feature _MASKMAP2
#pragma shader_feature _MASKMAP3
#pragma shader_feature _EMISSIVE_COLOR_MAP
#pragma shader_feature _ENABLESPECULAROCCLUSION
#pragma shader_feature _HEIGHTMAP0
#pragma shader_feature _HEIGHTMAP1
#pragma shader_feature _HEIGHTMAP2