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