float4 _Color; TEXTURE2D(_ColorMap); SAMPLER2D(sampler_ColorMap); TEXTURE2D(_DistortionVectorMap); SAMPLER2D(sampler_DistortionVectorMap); float3 _EmissiveColor; TEXTURE2D(_EmissiveColorMap); SAMPLER2D(sampler_EmissiveColorMap); float _EmissiveIntensity; float _AlphaCutoff; float _DistortionScale; float _DistortionBlurScale; // 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 beahvior for GI float3 _EmissionColor;