2020.25380 - phong/pbr glsl output - remove superfluous uniforms from vertex shader + option for picking if block?

Hello,

Not technically a bug and a pretty small thing, but I find myself removing over and over the uniforms pertaining to the pixel shader in the vertex shader :

uniform vec4 uDiffuseColor;
uniform vec4 uAmbientColor;
uniform vec3 uSpecularColor;
uniform float uShininess;
uniform float uShadowStrength;
uniform vec3 uShadowColor;

and as well, I’m not using picking that often and often remove the #ifndef TD_PICKING_ACTIVE + comments block, so it would be great to have that an option for the generated output, much like the option for the geometry shader.

Thanks a lot!