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This helped a ton, you guys might want to consider a more standardized naming scheme. From what I gather, this is what the coefficients translate...
Unity giveth and Unity taketh away, truly tragic. I can understand preventing custom shaders unknowingly wreaking havoc on the stencil buffer, but...
I have a shader based solution for this. My goal was to dynamically limit the highest resolution mip level that could be used. This would...
It appears the compiler is complaining because _Cutoff is defined by the surface shader pragma as well. Remove "uniform float _Cutoff;" and it...
I'm having this exact same issue.