TEXTURE2D(_DistortionVectorMap); SAMPLER(sampler_DistortionVectorMap); TEXTURE2D(_UnlitColorMap); SAMPLER(sampler_UnlitColorMap); TEXTURE2D(_EmissiveColorMap); SAMPLER(sampler_EmissiveColorMap); CBUFFER_START(UnityPerMaterial) float4 _UnlitColor; float4 _UnlitColorMap_ST; float4 _UnlitColorMap_TexelSize; float4 _UnlitColorMap_MipInfo; float3 _EmissiveColor; float4 _EmissiveColorMap_ST; float _EmissiveIntensity; float _AlphaCutoff; 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; // Following two variables are feeded by the C++ Editor for Scene selection int _ObjectId; int _PassValue; CBUFFER_END