Shader "GLTF/GLTFConstant" { Properties { _AmbientFactor ("Ambient Factor", Color) = (1,1,1,1) _EmissionColor("Emission Factor", Color) = (1,1,1,1) _LightmapFactor("Lightmap Factor", Color) = (1,1,1,1) _EmissionMap("Emission (RGB)", 2D) = "white" {} _LightMap("Lightmap (RGB)", 2D) = "white" {} _EmissionUV ("Emission UV Index", Int) = 0 _LightUV("Lightmap UV Index", Int) = 0 [Enum(UnityEngine.Rendering.CullMode)] _Cull ("Cull Mode", Float) = 2.0 [HideInInspector] _SrcBlend ("__src", Float) = 1.0 [HideInInspector] _DstBlend ("__dst", Float) = 0.0 [HideInInspector] _ZWrite ("__zw", Float) = 1.0 } SubShader { Pass { Tags { "PerformanceChecks"="False" } LOD 200 Blend [_SrcBlend] [_DstBlend] ZWrite [_ZWrite] Cull [_Cull] CGPROGRAM #pragma vertex vert #pragma fragment frag #pragma shader_feature VERTEX_COLOR_ON #pragma shader_feature EMISSION_MAP_ON #pragma shader_feature LIGHTMAP_ON #pragma shader_feature _ALPHATEST_ON #include "GLTFConstant.cginc" ENDCG } } }