// Legacy properties. They're here so that materials using this shader can gracefully fallback to the legacy sprite shader. #pragma multi_compile USE_SHAPE_LIGHT_TYPE_0 __ #pragma multi_compile ...
_FaceUVSpeedX ("Face UV Speed X", Range(-5, 5)) = 0.0 _FaceUVSpeedY ("Face UV Speed Y", Range(-5, 5)) = 0.0 _FaceColor ("Face Color", Color) = (1,1,1,1) _FaceDilate ...