using UnityEngine.Rendering; namespace Unity.Toonshader { [GenerateHLSL] public enum UTS_BSDFDebug { None, BaseColor, Normal, Smoothness, Metallic, AmbientOcclusion, SpecularOcclusion, SpecularColor, Anisotropy, HairRoughness, NormalWS, } [GenerateHLSL] public enum UTS_LightingDebug { None, DiffuseLighting, SpecularLighting, DirectDiffuseLighting, DirectSpecularLighting, IndirectDiffuseLighting, IndirectSpecularLighting, IndirectDiffuseOcclusion, IndirectSpecularOcclusion, Emission, } }