public ParticleProperties(MaterialProperty[] properties)
 {
     // Surface Option Props
     colorMode = BaseShaderGUI.FindProperty("_ColorMode", properties, false);
     // Advanced Props
     flipbookMode                  = BaseShaderGUI.FindProperty("_FlipbookBlending", properties);
     softParticlesEnabled          = BaseShaderGUI.FindProperty("_SoftParticlesEnabled", properties);
     cameraFadingEnabled           = BaseShaderGUI.FindProperty("_CameraFadingEnabled", properties);
     distortionEnabled             = BaseShaderGUI.FindProperty("_DistortionEnabled", properties, false);
     softParticlesNearFadeDistance = BaseShaderGUI.FindProperty("_SoftParticlesNearFadeDistance", properties);
     softParticlesFarFadeDistance  = BaseShaderGUI.FindProperty("_SoftParticlesFarFadeDistance", properties);
     cameraNearFadeDistance        = BaseShaderGUI.FindProperty("_CameraNearFadeDistance", properties);
     cameraFarFadeDistance         = BaseShaderGUI.FindProperty("_CameraFarFadeDistance", properties);
     distortionBlend               = BaseShaderGUI.FindProperty("_DistortionBlend", properties, false);
     distortionStrength            = BaseShaderGUI.FindProperty("_DistortionStrength", properties, false);
 }
 public LitProperties(MaterialProperty[] properties)
 {
     // Surface Option Props
     workflowMode = BaseShaderGUI.FindProperty("_WorkflowMode", properties, false);
     // Surface Input Props
     metallic             = BaseShaderGUI.FindProperty("_Metallic", properties);
     specColor            = BaseShaderGUI.FindProperty("_SpecColor", properties, false);
     metallicGlossMap     = BaseShaderGUI.FindProperty("_MetallicGlossMap", properties);
     specGlossMap         = BaseShaderGUI.FindProperty("_SpecGlossMap", properties, false);
     smoothness           = BaseShaderGUI.FindProperty("_Smoothness", properties, false);
     smoothnessMapChannel = BaseShaderGUI.FindProperty("_SmoothnessTextureChannel", properties, false);
     bumpMapProp          = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
     bumpScaleProp        = BaseShaderGUI.FindProperty("_BumpScale", properties, false);
     occlusionStrength    = BaseShaderGUI.FindProperty("_OcclusionStrength", properties, false);
     occlusionMap         = BaseShaderGUI.FindProperty("_OcclusionMap", properties, false);
     // Advanced Props
     highlights  = BaseShaderGUI.FindProperty("_SpecularHighlights", properties, false);
     reflections = BaseShaderGUI.FindProperty("_EnvironmentReflections", properties, false);
 }
 public BakedLitProperties(MaterialProperty[] properties)
 {
     // Surface Input Props
     bumpMapProp = BaseShaderGUI.FindProperty("_BumpMap", properties, false);
 }