// =========================================================================== // WARNING: // On PS4, texture/sampler declarations need to be outside of CBuffers // Otherwise those parameters are not bound correctly at runtime. // =========================================================================== TEXTURE2D(_BaseColorMap); SAMPLER(sampler_BaseColorMap); TEXTURE2D(_MaskMap); SAMPLER(sampler_MaskMap); //TEXTURE2D(_BentNormalMap); // Reuse sampler from normal map //SAMPLER(sampler_BentNormalMap); TEXTURE2D(_NormalMap); SAMPLER(sampler_NormalMap); TEXTURE2D(_FuzzDetailMap); SAMPLER(sampler_FuzzDetailMap); TEXTURE2D(_DetailMap); SAMPLER(sampler_DetailMap); TEXTURE2D(_TangentMap); SAMPLER(sampler_TangentMap); TEXTURE2D(_AnisotropyMap); SAMPLER(sampler_AnisotropyMap); TEXTURE2D(_SubsurfaceMaskMap); SAMPLER(sampler_SubsurfaceMaskMap); TEXTURE2D(_ThicknessMap); SAMPLER(sampler_ThicknessMap); TEXTURE2D(_EmissiveColorMap); SAMPLER(sampler_EmissiveColorMap); CBUFFER_START(UnityPerMaterial) float4 _UVMappingMask; float4 _UVMappingMaskDetail; float4 _UVMappingMaskEmissive; float4 _DoubleSidedConstants; float4 _BaseColor; float4 _BaseColorMap_ST; float4 _BaseColorMap_TexelSize; float4 _BaseColorMap_MipInfo; float4 _FuzzTint; float _AlphaCutoff; float _EnableSpecularOcclusion; float _Smoothness; float _SmoothnessRemapMin; float _SmoothnessRemapMax; float _AORemapMin; float _AORemapMax; float _NormalScale; float4 _DetailMap_ST; float _DetailFuzz1; float _DetailAOScale; float _DetailNormalScale; float _DetailSmoothnessScale; float _Anisotropy; int _DiffusionProfile; float _SubsurfaceMask; float _Thickness; float4 _ThicknessRemap; float4 _EmissiveColorMap_ST; float4 _EmissiveColor; float _AlbedoAffectEmissive; CBUFFER_END