LethalCompany/Lethal Company/ExportedProject/Assets/Shader/Hidden_HDRP_TerrainLit_Basemap.shader

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2023-12-22 22:51:17 +00:00
Shader "Hidden/HDRP/TerrainLit_Basemap" {
Properties {
[HideInInspector] _StencilRef ("_StencilRef", Float) = 0
[HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3
[HideInInspector] _StencilRefGBuffer ("_StencilRefGBuffer", Float) = 2
[HideInInspector] _StencilWriteMaskGBuffer ("_StencilWriteMaskGBuffer", Float) = 3
[HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0
[HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8
[HideInInspector] _ZWrite ("__zw", Float) = 1
[HideInInspector] _CullMode ("__cullmode", Float) = 2
[HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4
[HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4
[HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {}
_EmissionColor ("Color", Vector) = (1,1,1,1)
_MetallicTex ("Metallic (R)", 2D) = "white" {}
_MainTex ("Albedo", 2D) = "white" {}
_Color ("Color", Vector) = (1,1,1,1)
[ToggleUI] _SupportDecals ("Support Decals", Float) = 1
[ToggleUI] _ReceivesSSR ("Receives SSR", Float) = 1
}
//DummyShaderTextExporter
SubShader{
Tags { "RenderType"="Opaque" }
LOD 200
CGPROGRAM
#pragma surface surf Standard
#pragma target 3.0
sampler2D _MainTex;
fixed4 _Color;
struct Input
{
float2 uv_MainTex;
};
void surf(Input IN, inout SurfaceOutputStandard o)
{
fixed4 c = tex2D(_MainTex, IN.uv_MainTex) * _Color;
o.Albedo = c.rgb;
o.Alpha = c.a;
}
ENDCG
}
}