@@ -134,10 +134,10 @@ Shader "HDRenderLoop/LayeredLit"
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// All the following properties that concern the UV mapping are the same as in the Lit shader.
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// This means that they will get overridden when synchronizing the various layers.
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// To avoid this, make sure that all properties here are in the exclusion list in LayeredLitUI.SynchronizeLayerProperties
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- _TexWorldScale0( "Scale to apply on world coordinate " , Float ) = 1.0
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- _TexWorldScale1( "Scale to apply on world coordinate " , Float ) = 1.0
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- _TexWorldScale2( "Scale to apply on world coordinate " , Float ) = 1.0
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- _TexWorldScale3( "Scale to apply on world coordinate " , Float ) = 1.0
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+ _TexWorldScale0( "Tiling " , Float ) = 1.0
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+ _TexWorldScale1( "Tiling " , Float ) = 1.0
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+ _TexWorldScale2( "Tiling " , Float ) = 1.0
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+ _TexWorldScale3( "Tiling " , Float ) = 1.0
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[Enum (UV0, 0 , UV1, 1 , UV3, 2 , Planar, 3 , Triplanar, 4 )] _UVBase0( "UV Set for base0" , Float ) = 0
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[Enum (UV0, 0 , UV1, 1 , UV3, 2 , Planar, 3 , Triplanar, 4 )] _UVBase1( "UV Set for base1" , Float ) = 0
@@ -162,7 +162,7 @@ Shader "HDRenderLoop/LayeredLit"
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// Unused but to be able to share litUI.Sahder and layeredUI.Shader
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[HideInInspector ] _UVBase( "UV Set for base" , Float ) = 0
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[HideInInspector ] _UVDetail( "UV Set for base" , Float ) = 0
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- [HideInInspector ] _TexWorldScale( "Scale to apply on world coordinate " , Float ) = 1.0
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+ [HideInInspector ] _TexWorldScale( "Tiling " , Float ) = 1.0
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[HideInInspector ] _UVMappingMask( "_UVMappingMask" , Color ) = (1 , 0 , 0 , 0 )
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[HideInInspector ] _UVDetailsMappingMask( "_UVDetailsMappingMask" , Color ) = (1 , 0 , 0 , 0 )
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}
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