TEXTURE2D(_MainTex); TEXTURE2D(_MetallicTex); SAMPLER(sampler_MainTex); void TerrainLitShade(float2 uv, inout TerrainLitSurfaceData surfaceData) { float4 mainTex = SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, uv); float4 metallicTex = SAMPLE_TEXTURE2D(_MetallicTex, sampler_MainTex, uv); surfaceData.albedo = mainTex.rgb; surfaceData.normalData = 0; surfaceData.smoothness = mainTex.a; surfaceData.metallic = metallicTex.r; surfaceData.ao = metallicTex.g; } void TerrainLitDebug(float2 uv, inout float3 baseColor) { #ifdef DEBUG_DISPLAY baseColor = GetTextureDataDebug(_DebugMipMapMode, uv, _MainTex, _MainTex_TexelSize, _MainTex_MipInfo, baseColor); #endif }