$Material.EyeCinematic: #define _MATERIAL_FEATURE_EYE_CINEMATIC 1 $Material.EyeCinematicWithCaustic: #define _MATERIAL_FEATURE_EYE_CAUSTIC_LUT 1 $Material.SubsurfaceScattering: #define _MATERIAL_FEATURE_SUBSURFACE_SCATTERING 1 $AmbientOcclusion: #define _AMBIENT_OCCLUSION 1 $SpecularOcclusionFromAO: #define _SPECULAR_OCCLUSION_FROM_AO 1 $SpecularOcclusionFromAOBentNormal: #define _SPECULAR_OCCLUSION_FROM_AO_BENT_NORMAL 1 $SpecularOcclusionCustom: #define _SPECULAR_OCCLUSION_CUSTOM 1 $Specular.AA: #define _ENABLE_GEOMETRIC_SPECULAR_AA 1 // If we use subsurface scattering, enable output split lighting (for forward pass) #if defined(_MATERIAL_FEATURE_SUBSURFACE_SCATTERING) && !defined(_SURFACE_TYPE_TRANSPARENT) #define OUTPUT_SPLIT_LIGHTING #endif