// All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
        static new public void SetupMaterialKeywordsAndPass(Material material)
        {
            SetupBaseLitKeywords(material);
            SetupBaseLitMaterialPass(material);
            SetupLayersMappingKeywords(material);

            for (int i = 0; i < kMaxLayerCount; ++i)
            {
                NormalMapSpace normalMapSpace = ((NormalMapSpace)material.GetFloat(kNormalMapSpace + i));

                SetKeyword(material, "_NORMALMAP_TANGENT_SPACE" + i, normalMapSpace == NormalMapSpace.TangentSpace);

                if (normalMapSpace == NormalMapSpace.TangentSpace)
                {
                    SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMap + i) || material.GetTexture(kDetailMap + i));
                    SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMap + i));
                }
                else
                {
                    SetKeyword(material, "_NORMALMAP" + i, material.GetTexture(kNormalMapOS + i) || material.GetTexture(kDetailMap + i));
                    SetKeyword(material, "_BENTNORMALMAP" + i, material.GetTexture(kBentNormalMapOS + i));
                }

                SetKeyword(material, "_MASKMAP" + i, material.GetTexture(kMaskMap + i));

                SetKeyword(material, "_DETAIL_MAP" + i, material.GetTexture(kDetailMap + i));

                SetKeyword(material, "_HEIGHTMAP" + i, material.GetTexture(kHeightMap + i));

                SetKeyword(material, "_SUBSURFACE_RADIUS_MAP" + i, material.GetTexture(kSubsurfaceRadiusMap + i));
                SetKeyword(material, "_THICKNESSMAP" + i, material.GetTexture(kThicknessMap + i));
            }

            SetKeyword(material, "_INFLUENCEMASK_MAP", material.GetTexture(kLayerInfluenceMaskMap) && material.GetFloat(kkUseMainLayerInfluence) != 0.0f);

            SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
            SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);

            SetKeyword(material, "_MAIN_LAYER_INFLUENCE_MODE", material.GetFloat(kkUseMainLayerInfluence) != 0.0f);

            VertexColorMode VCMode = (VertexColorMode)material.GetFloat(kVertexColorMode);

            if (VCMode == VertexColorMode.Multiply)
            {
                SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", true);
                SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
            }
            else if (VCMode == VertexColorMode.Add)
            {
                SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
                SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", true);
            }
            else
            {
                SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_MUL", false);
                SetKeyword(material, "_LAYER_MASK_VERTEX_COLOR_ADD", false);
            }

            bool useHeightBasedBlend = material.GetFloat(kUseHeightBasedBlend) != 0.0f;

            SetKeyword(material, "_HEIGHT_BASED_BLEND", useHeightBasedBlend);

            bool useDensityModeEnable = false;

            for (int i = 0; i < material.GetInt(kLayerCount); ++i)
            {
                useDensityModeEnable |= material.GetFloat(kOpacityAsDensity + i) != 0.0f;
            }
            SetKeyword(material, "_DENSITY_MODE", useDensityModeEnable);

            Lit.MaterialId materialId = (Lit.MaterialId)material.GetFloat(kMaterialID);

            SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
            //SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
        }
        // All Setup Keyword functions must be static. It allow to create script to automatically update the shaders with a script if code change
        static public void SetupMaterialKeywordsAndPass(Material material)
        {
            SetupBaseLitKeywords(material);
            SetupBaseLitMaterialPass(material);

            NormalMapSpace normalMapSpace = (NormalMapSpace)material.GetFloat(kNormalMapSpace);

            // Note: keywords must be based on Material value not on MaterialProperty due to multi-edit & material animation
            // (MaterialProperty value might come from renderer material property block)
            SetKeyword(material, "_MAPPING_PLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Planar);
            SetKeyword(material, "_MAPPING_TRIPLANAR", ((UVBaseMapping)material.GetFloat(kUVBase)) == UVBaseMapping.Triplanar);
            SetKeyword(material, "_NORMALMAP_TANGENT_SPACE", (normalMapSpace == NormalMapSpace.TangentSpace));

            if (normalMapSpace == NormalMapSpace.TangentSpace)
            {
                // With details map, we always use a normal map and Unity provide a default (0, 0, 1) normal map for it
                SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMap) || material.GetTexture(kDetailMap));
                SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMap));
                SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMap));
            }
            else // Object space
            {
                // With details map, we always use a normal map but in case of objects space there is no good default, so the result will be weird until users fix it
                SetKeyword(material, "_NORMALMAP", material.GetTexture(kNormalMapOS) || material.GetTexture(kDetailMap));
                SetKeyword(material, "_TANGENTMAP", material.GetTexture(kTangentMapOS));
                SetKeyword(material, "_BENTNORMALMAP", material.GetTexture(kBentNormalMapOS));
            }
            SetKeyword(material, "_MASKMAP", material.GetTexture(kMaskMap));
            SetKeyword(material, "_EMISSIVE_COLOR_MAP", material.GetTexture(kEmissiveColorMap));
            SetKeyword(material, "_ENABLESPECULAROCCLUSION", material.GetFloat(kEnableSpecularOcclusion) > 0.0f);
            SetKeyword(material, "_HEIGHTMAP", material.GetTexture(kHeightMap));
            SetKeyword(material, "_ANISOTROPYMAP", material.GetTexture(kAnisotropyMap));
            SetKeyword(material, "_DETAIL_MAP", material.GetTexture(kDetailMap));
            SetKeyword(material, "_SUBSURFACE_RADIUS_MAP", material.GetTexture(kSubsurfaceRadiusMap));
            SetKeyword(material, "_THICKNESSMAP", material.GetTexture(kThicknessMap));
            SetKeyword(material, "_SPECULARCOLORMAP", material.GetTexture(kSpecularColorMap));

            bool needUV2 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV2 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;
            bool needUV3 = (UVDetailMapping)material.GetFloat(kUVDetail) == UVDetailMapping.UV3 && (UVBaseMapping)material.GetFloat(kUVBase) == UVBaseMapping.UV0;

            if (needUV3)
            {
                material.DisableKeyword("_REQUIRE_UV2");
                material.EnableKeyword("_REQUIRE_UV3");
            }
            else if (needUV2)
            {
                material.EnableKeyword("_REQUIRE_UV2");
                material.DisableKeyword("_REQUIRE_UV3");
            }
            else
            {
                material.DisableKeyword("_REQUIRE_UV2");
                material.DisableKeyword("_REQUIRE_UV3");
            }

            Lit.MaterialId materialId = (Lit.MaterialId)material.GetFloat(kMaterialID);

            SetKeyword(material, "_MATID_SSS", materialId == Lit.MaterialId.LitSSS);
            //SetKeyword(material, "_MATID_STANDARD", materialId == Lit.MaterialId.LitStandard); // See comment in Lit.shader, it is the default, we don't define it
            SetKeyword(material, "_MATID_ANISO", materialId == Lit.MaterialId.LitAniso);
            SetKeyword(material, "_MATID_SPECULAR", materialId == Lit.MaterialId.LitSpecular);
            SetKeyword(material, "_MATID_CLEARCOAT", materialId == Lit.MaterialId.LitClearCoat);

            var refractionModeValue = (Lit.RefractionMode)material.GetFloat(kRefractionMode);
            // We can't have refraction in pre-refraction queue
            var canHaveRefraction = !material.HasProperty(kPreRefractionPass) || material.GetFloat(kPreRefractionPass) <= 0.0;

            SetKeyword(material, "_REFRACTION_PLANE", (refractionModeValue == Lit.RefractionMode.Plane) && canHaveRefraction);
            SetKeyword(material, "_REFRACTION_SPHERE", (refractionModeValue == Lit.RefractionMode.Sphere) && canHaveRefraction);
            SetKeyword(material, "_TRANSMITTANCECOLORMAP", material.GetTexture(kTransmittanceColorMap) && canHaveRefraction);
        }