// =========================================================================== // WARNING: // On PS4, texture/sampler declarations need to be outside of CBuffers // Otherwise those parameters are not bound correctly at runtime. // =========================================================================== TEXTURE2D(_DistortionVectorMap); SAMPLER(sampler_DistortionVectorMap); TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_MetallicMap); SAMPLER(sampler_MetallicMap); TEXTURE2D(_SmoothnessAMap); SAMPLER(sampler_SmoothnessAMap); TEXTURE2D(_SmoothnessBMap); SAMPLER(sampler_SmoothnessBMap); TEXTURE2D(_EmissiveColorMap); SAMPLER(sampler_EmissiveColorMap); TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); CBUFFER_START(UnityPerMaterial) float4 _BaseColor; float4 _BaseColorMap_ST; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_MipInfo; float _BaseColorMapUV; float _Metallic; float _MetallicMapUV; float4 _MetallicMapChannel; float _SmoothnessA; float _SmoothnessAMapUV; float4 _SmoothnessAMapChannel; float4 _SmoothnessARemap; float _SmoothnessB; float _SmoothnessBUV; float4 _SmoothnessBMapChannel; float4 _SmoothnessBRemap; float _LobeMix; float _NormalScale; float _NormalMapUV; float4 _UVMappingMask; float3 _EmissiveColor; float4 _EmissiveColorMap_ST; float _EmissiveIntensity; float _AlbedoAffectEmissive; float _AlphaCutoff; float4 _DoubleSidedConstants; float _DistortionScale; float _DistortionVectorScale; float _DistortionVectorBias; float _DistortionBlurScale; float _DistortionBlurRemapMin; float _DistortionBlurRemapMax; // Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor" // value that exist to identify if the GI emission need to be enabled. // In our case we don't use such a mechanism but need to keep the code quiet. We declare the value and always enable it. // TODO: Fix the code in legacy unity so we can customize the behavior for GI float3 _EmissionColor; CBUFFER_END