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67 行
1.7 KiB
67 行
1.7 KiB
// shared constant between lit and layered lit
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float _AlphaCutoff;
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float _AlphaCutoffShadow;
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float _AlphaCutoffPrepass;
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float _AlphaCutoffOpacityThreshold;
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float4 _DoubleSidedConstants;
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float _HorizonFade;
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TEXTURE2D(_DiffuseLightingMap);
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SAMPLER2D(sampler_DiffuseLightingMap);
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float3 _EmissiveColor;
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER2D(sampler_EmissiveColorMap);
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float _EmissiveIntensity;
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// Caution: C# code in BaseLitUI.cs call LightmapEmissionFlagsProperty() which assume that there is an existing "_EmissionColor"
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// value that exist to identify if the GI emission need to be enabled.
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// 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.
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// TODO: Fix the code in legacy unity so we can customize the beahvior for GI
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float3 _EmissionColor;
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// Wind
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float _InitialBend;
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float _Stiffness;
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float _Drag;
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float _ShiverDrag;
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float _ShiverDirectionality;
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// Set of users variables
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float4 _DiffuseColor;
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TEXTURE2D(_DiffuseColorMap);
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SAMPLER2D(sampler_DiffuseColorMap);
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float4 _DiffuseColorMap_ST;
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float _Metallic;
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float _Smoothness;
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TEXTURE2D(_MaskMap);
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SAMPLER2D(sampler_MaskMap);
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TEXTURE2D(_SpecularOcclusionMap);
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SAMPLER2D(sampler_SpecularOcclusionMap);
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TEXTURE2D(_NormalMap);
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SAMPLER2D(sampler_NormalMap);
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float _NormalScale;
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TEXTURE2D(_DetailMask);
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SAMPLER2D(sampler_DetailMask);
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TEXTURE2D(_DetailMap);
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SAMPLER2D(sampler_DetailMap);
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float4 _DetailMap_ST;
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float _DetailAlbedoScale;
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float _DetailNormalScale;
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float _DetailSmoothnessScale;
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TEXTURE2D(_TangentMap);
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SAMPLER2D(sampler_TangentMap);
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float _Anisotropy;
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TEXTURE2D(_AnisotropyMap);
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SAMPLER2D(sampler_AnisotropyMap);
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float _TexWorldScale;
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float4 _UVMappingMask;
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float4 _UVDetailsMappingMask;
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