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new GroupProperty(this, "_Debug", "Debug", new BaseProperty[] |
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{ |
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new Property(this, "_VlayerRecomputePerLight", "Vlayer Recompute Per Light", "", false), |
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new Property(this, "_DebugEnable", "Debug Enable", "Switch to a debug version of the shader", false), |
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new Property(this, "_DebugLobeMask", "DebugLobeMask", "xyz is Lobe 0 1 2 Enable, w is Enable VLayering", false), |
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new Property(this, "_DebugAniso", "DebugAniso", "x is Hack Enable, y is factor", false), |
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// TEMP - Remove once dev is finish
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bool debugEnabled = material.HasProperty("_DebugEnable") && material.GetFloat("_DebugEnable") > 0.0f; |
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CoreUtils.SetKeyword(material, "_STACKLIT_DEBUG", debugEnabled); |
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bool vlayerRecomputePerLight = material.HasProperty("_VlayerRecomputePerLight") && material.GetFloat("_VlayerRecomputePerLight") > 0.0f; |
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CoreUtils.SetKeyword(material, "_VLAYERED_RECOMPUTE_PERLIGHT", vlayerRecomputePerLight); |
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// Set the reference value for the stencil test - required for SSS
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