Código WA05-E0002-I
_Color ("Color", Color) = (1,1,1,1)
_MainTex ("Albedo (RGB)", 2D) = "white" {}
_BumpMap ("Normal", 2D) = "bump" {}
_BumpScale ("Normal Strength", Float) = 1
_MetallicGlossMap ("Gloss Map", 2D) = "white" {}
[Gamma] _Metallic ("Metallic", Range (0, 1)) = 0.5
_Glossiness ("Smoothness", Range (0, 1)) = 0.5
_OcclusionMap ("AO", 2D) = "white" {}
_OcclusionStrength ("Occlusion", Range (0, 1)) = 1
[HDR] _EmissionColor ("Emission Color", Color) = (0,0,0,1)
_EmissionMap ("Emission Tex", 2D) = "white" {}
string albedoTextureID = "_MainTex";
string baseColorTextureID = "_BaseColorMap"; // HD SRP Lit shader.
string metallicTextureID = "_MetallicGlossMap";
string specularTextureID = "_SpecGlossMap";
string maskTextureID = "_MaskMap"; // HD SRP Lit shader.
string bumpTextureID = "_BumpMap";
string normalTextureID = "_NormalMap"; // HD SRP Lit shader.
string parallaxTextureID = "_ParallaxMap";
string heightTextureID = "_HeightMap"; // HD SRP Lit shader.
string occlusionTextureID = "_OcclusionMap";
string emissionTextureID = "_EmissionMap";
string emissiveTextureID = "_EmissiveColorMap"; // HD SRP Lit shader.
string albedoColorID = "_Color";
string baseColorID = "_BaseColor"; // HD SRP Lit shader.
string specularColorID = "_SpecColor";
string emissionColorID = "_EmissionColor";
string emissiveColorID = "_EmissiveColor"; // HD SRP Lit shader.
// These are the material sliders.
string metallicSliderID = "_Metallic";
string glossinessSliderID = "_Glossiness";
string smoothnessSliderID = "_Smoothness"; // HD SRP Lit shader.
can be changed in the code, to obtain image via net.
thisRenderer.material.SetTexture ("_ OcclusionMap", ((DownloadHandlerTexture) www.downloadHandler) .texture); // set loaded image
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texture, game, unity, material, internet