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[HideInInspector] _UVMappingMask("_UVMappingMask", Color) = (1, 0, 0, 0) |
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[Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace("NormalMap space", Float) = 0 |
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[Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, ClearCoat, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.RegularLighting |
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// Following enum should be material feature flags (i.e bitfield), however due to Gbuffer encoding constrain many combination exclude each other |
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// so we use this enum as "material ID" which can be interpreted as preset of bitfield of material feature |
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// The only material feature flag that can be added in all cases is clear coat |
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[Enum(Subsurface Scattering and Transmissison, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4)] _MaterialID("MaterialId", Int) = 1 // MaterialId.Standard |
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[Enum(None, 0, Vertex displacement, 1, Pixel displacement, 2)] _DisplacementMode("DisplacementMode", Int) = 0 |
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[ToggleUI] _DisplacementLockObjectScale("displacement lock object scale", Float) = 1.0 |
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