using UnityEngine; namespace UnityGLTF { public class SpecGlossMap : SpecGloss2StandardMap { public SpecGlossMap(int MaxLOD = 1000) : base("GLTF/PbrSpecularGlossiness", "0ffe2976cdefd434c8fcd886ffa69322", MaxLOD) { } public SpecGlossMap(string shaderName, int MaxLOD = 1000) : base(shaderName, "0ffe2976cdefd434c8fcd886ffa69322", MaxLOD) { } protected SpecGlossMap(Material m, int MaxLOD = 1000) : base(m, MaxLOD) { } public override int NormalTexCoord { get { return 0; } set { return; } } public override int OcclusionTexCoord { get { return 0; } set { return; } } public override int EmissiveTexCoord { get { return 0; } set { return; } } public override int DiffuseTexCoord { get { return 0; } set { return; } } public override int SpecularGlossinessTexCoord { get { return 0; } set { return; } } public override IUniformMap Clone() { var copy = new SpecGlossMap(new Material(_material)); base.Copy(copy); return copy; } } }