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40 行
1.1 KiB
40 行
1.1 KiB
TEXTURE2D(_DistortionVectorMap);
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SAMPLER(sampler_DistortionVectorMap);
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TEXTURE2D(_UnlitColorMap);
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SAMPLER(sampler_UnlitColorMap);
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TEXTURE2D(_EmissiveColorMap);
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SAMPLER(sampler_EmissiveColorMap);
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CBUFFER_START(UnityPerMaterial)
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float4 _UnlitColor;
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float4 _UnlitColorMap_ST;
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float4 _UnlitColorMap_TexelSize;
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float4 _UnlitColorMap_MipInfo;
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float3 _EmissiveColor;
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float4 _EmissiveColorMap_ST;
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float _EmissiveIntensity;
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float _AlphaCutoff;
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float _DistortionScale;
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float _DistortionVectorScale;
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float _DistortionVectorBias;
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float _DistortionBlurScale;
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float _DistortionBlurRemapMin;
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float _DistortionBlurRemapMax;
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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 behavior for GI
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float3 _EmissionColor;
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// Following two variables are feeded by the C++ Editor for Scene selection
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int _ObjectId;
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int _PassValue;
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CBUFFER_END
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