// shared constant between lit and layered lit float _AlphaCutoff; float _AlphaCutoffShadow; float _AlphaCutoffPrepass; float _AlphaCutoffOpacityThreshold; float4 _DoubleSidedConstants; float _HorizonFade; TEXTURE2D(_DiffuseLightingMap); SAMPLER2D(sampler_DiffuseLightingMap); float3 _EmissiveColor; TEXTURE2D(_EmissiveColorMap); SAMPLER2D(sampler_EmissiveColorMap); float _EmissiveIntensity; // 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; // Wind float _InitialBend; float _Stiffness; float _Drag; float _ShiverDrag; float _ShiverDirectionality; // Set of users variables float4 _DiffuseColor; TEXTURE2D(_DiffuseColorMap); SAMPLER2D(sampler_DiffuseColorMap); float4 _DiffuseColorMap_ST; float _Metallic; float _Smoothness; TEXTURE2D(_MaskMap); SAMPLER2D(sampler_MaskMap); TEXTURE2D(_SpecularOcclusionMap); SAMPLER2D(sampler_SpecularOcclusionMap); TEXTURE2D(_NormalMap); SAMPLER2D(sampler_NormalMap); float _NormalScale; TEXTURE2D(_DetailMask); SAMPLER2D(sampler_DetailMask); TEXTURE2D(_DetailMap); SAMPLER2D(sampler_DetailMap); float4 _DetailMap_ST; float _DetailAlbedoScale; float _DetailNormalScale; float _DetailSmoothnessScale; TEXTURE2D(_TangentMap); SAMPLER2D(sampler_TangentMap); float _Anisotropy; TEXTURE2D(_AnisotropyMap); SAMPLER2D(sampler_AnisotropyMap); float _TexWorldScale; float4 _UVMappingMask; float4 _UVDetailsMappingMask;