material {
    name : unlit,
    requires : [ uv0 ],
    parameters : [
        {
            type : sampler2d,
            name : baseColorMap
        },
        { 
            type : float4, 
            name : baseColorFactor 
        },
        { 
            type : int, 
            name : baseColorIndex 
        },
        { 
            type : float2, 
            name : uvScale
        }
    ],
    depthWrite : true,
    depthCulling : true,
    shadingModel : unlit,
    blending: opaque,
    culling: none,
    instanced: false,
    vertexDomain: object,
}
   
    fragment {
        void material(inout MaterialInputs material) {
            prepareMaterial(material);           
            material.baseColor = materialParams.baseColorFactor;
            
            if (materialParams.baseColorIndex > -1) {
                highp float2 uv = getUV0();
                uv.y = 1.0 - uv.y;
                material.baseColor *= texture(materialParams_baseColorMap, uv);
            }
        }
    }
