public static void UpdateStandardMaterialKeywords(Material material)
 {
     material.SetFloat("_WorkflowMode", 1.0f);
     ClusterShaderHelper.SetKeyword(material, "_OCCLUSIONMAP", material.GetTexture("_OcclusionMap"));
     ClusterShaderHelper.SetKeyword(material, "_METALLICSPECGLOSSMAP", material.GetTexture("_MetallicGlossMap"));
     ClusterShaderHelper.SetKeyword(material, "_NORMALMAP", material.GetTexture("_BumpMap") || material.GetTexture("_DetailNormalMap"));
     ClusterShaderHelper.SetKeyword(material, "_DETAIL_MASK", material.GetTexture("_DetailMask"));
     ClusterShaderHelper.SetKeyword(material, "_DETAIL", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
     ClusterShaderHelper.SetKeyword(material, "_DETAIL_MULX2", material.GetTexture("_DetailAlbedoMap") || material.GetTexture("_DetailNormalMap"));
     ClusterShaderHelper.SetMaterialBlendMode(material);
 }
        public static void UpdateVegetationMaterialKeywords(Material material)
        {
            //#pragma shader_feature GEOM_TYPE_BRANCH GEOM_TYPE_BRANCH_DETAIL GEOM_TYPE_FROND GEOM_TYPE_LEAF GEOM_TYPE_MESH
            //#pragma shader_feature _NORMALMAP
            //#pragma shader_feature _ALPHATEST_ON
            //#pragma shader_feature _ALPHAPREMULTIPLY_ON
            //#pragma shader_feature _EMISSION
            //#pragma shader_feature _METALLICSPECGLOSSMAP
            //#pragma shader_feature _SMOOTHNESS_TEXTURE_ALBEDO_CHANNEL_A
            //#pragma shader_feature _OCCLUSIONMAP

            //#define ENABLE_WIND

            //#pragma shader_feature EFFECT_BUMP
            //#pragma shader_feature SPEEDTREE_ALPHATEST
            //#pragma shader_feature EFFECT_HUE_VARIATION
            ClusterShaderHelper.SetKeyword(material, "ENABLE_WIND", true);
        }