Shader "HDRP/Lit" { Properties { _BaseColor ("BaseColor", Vector) = (1,1,1,1) _BaseColorMap ("BaseColorMap", 2D) = "white" {} [HideInInspector] _BaseColorMap_MipInfo ("_BaseColorMap_MipInfo", Vector) = (0,0,0,0) _Metallic ("_Metallic", Range(0, 1)) = 0 _Smoothness ("Smoothness", Range(0, 1)) = 0.5 _MaskMap ("MaskMap", 2D) = "white" {} _MetallicRemapMin ("MetallicRemapMin", Float) = 0 _MetallicRemapMax ("MetallicRemapMax", Float) = 1 _SmoothnessRemapMin ("SmoothnessRemapMin", Float) = 0 _SmoothnessRemapMax ("SmoothnessRemapMax", Float) = 1 _AlphaRemapMin ("AlphaRemapMin", Float) = 0 _AlphaRemapMax ("AlphaRemapMax", Float) = 1 _AORemapMin ("AORemapMin", Float) = 0 _AORemapMax ("AORemapMax", Float) = 1 _NormalMap ("NormalMap", 2D) = "bump" {} _NormalMapOS ("NormalMapOS", 2D) = "white" {} _NormalScale ("_NormalScale", Range(0, 8)) = 1 _BentNormalMap ("_BentNormalMap", 2D) = "bump" {} _BentNormalMapOS ("_BentNormalMapOS", 2D) = "white" {} _HeightMap ("HeightMap", 2D) = "black" {} [HideInInspector] _HeightAmplitude ("Height Amplitude", Float) = 0.02 [HideInInspector] _HeightCenter ("Height Center", Range(0, 1)) = 0.5 [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization ("Heightmap Parametrization", Float) = 0 _HeightOffset ("Height Offset", Float) = 0 _HeightMin ("Heightmap Min", Float) = -1 _HeightMax ("Heightmap Max", Float) = 1 _HeightTessAmplitude ("Amplitude", Float) = 2 _HeightTessCenter ("Height Center", Range(0, 1)) = 0.5 _HeightPoMAmplitude ("Height Amplitude", Float) = 2 _DetailMap ("DetailMap", 2D) = "linearGrey" {} _DetailAlbedoScale ("_DetailAlbedoScale", Range(0, 2)) = 1 _DetailNormalScale ("_DetailNormalScale", Range(0, 2)) = 1 _DetailSmoothnessScale ("_DetailSmoothnessScale", Range(0, 2)) = 1 _TangentMap ("TangentMap", 2D) = "bump" {} _TangentMapOS ("TangentMapOS", 2D) = "white" {} _Anisotropy ("Anisotropy", Range(-1, 1)) = 0 _AnisotropyMap ("AnisotropyMap", 2D) = "white" {} _SubsurfaceMask ("Subsurface Radius", Range(0, 1)) = 1 _SubsurfaceMaskMap ("Subsurface Radius Map", 2D) = "white" {} _TransmissionMask ("Transmission Mask", Range(0, 1)) = 1 _TransmissionMaskMap ("Transmission Mask Map", 2D) = "white" {} _Thickness ("Thickness", Float) = 1 _ThicknessMap ("Thickness Map", 2D) = "white" {} _ThicknessRemap ("Thickness Remap", Vector) = (0,1,0,0) _IridescenceThickness ("Iridescence Thickness", Range(0, 1)) = 1 _IridescenceThicknessMap ("Iridescence Thickness Map", 2D) = "white" {} _IridescenceThicknessRemap ("Iridescence Thickness Remap", Vector) = (0,1,0,0) _IridescenceMask ("Iridescence Mask", Range(0, 1)) = 1 _IridescenceMaskMap ("Iridescence Mask Map", 2D) = "white" {} _CoatMask ("Coat Mask", Range(0, 1)) = 0 _CoatMaskMap ("CoatMaskMap", 2D) = "white" {} [ToggleUI] _EnergyConservingSpecularColor ("_EnergyConservingSpecularColor", Float) = 1 _SpecularColor ("SpecularColor", Vector) = (1,1,1,1) _SpecularColorMap ("SpecularColorMap", 2D) = "white" {} [Enum(Off, 0, From Ambient Occlusion, 1, From AO and Bent Normals, 2)] _SpecularOcclusionMode ("Specular Occlusion Mode", Float) = 1 [HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1) [HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1) _EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {} [ToggleUI] _AlbedoAffectEmissive ("Albedo Affect Emissive", Float) = 0 _EmissiveIntensityUnit ("Emissive Mode", Float) = 0 [ToggleUI] _UseEmissiveIntensity ("Use Emissive Intensity", Float) = 0 _EmissiveIntensity ("Emissive Intensity", Float) = 1 _EmissiveExposureWeight ("Emissive Pre Exposure", Range(0, 1)) = 1 [ToggleUI] _UseShadowThreshold ("_UseShadowThreshold", Float) = 0 [ToggleUI] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0 _AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 _AlphaCutoffShadow ("_AlphaCutoffShadow", Range(0, 1)) = 0.5 _AlphaCutoffPrepass ("_AlphaCutoffPrepass", Range(0, 1)) = 0.5 _AlphaCutoffPostpass ("_AlphaCutoffPostpass", Range(0, 1)) = 0.5 [ToggleUI] _TransparentDepthPrepassEnable ("_TransparentDepthPrepassEnable", Float) = 0 [ToggleUI] _TransparentBackfaceEnable ("_TransparentBackfaceEnable", Float) = 0 [ToggleUI] _TransparentDepthPostpassEnable ("_TransparentDepthPostpassEnable", Float) = 0 _TransparentSortPriority ("_TransparentSortPriority", Float) = 0 [Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] _RefractionModel ("Refraction Model", Float) = 0 _Ior ("Index Of Refraction", Range(1, 2.5)) = 1.5 _TransmittanceColor ("Transmittance Color", Vector) = (1,1,1,1) _TransmittanceColorMap ("TransmittanceColorMap", 2D) = "white" {} _ATDistance ("Transmittance Absorption Distance", Float) = 1 [ToggleUI] _TransparentWritingMotionVec ("_TransparentWritingMotionVec", Float) = 0 [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] _StencilRefMV ("_StencilRefMV", Float) = 32 [HideInInspector] _StencilWriteMaskMV ("_StencilWriteMaskMV", Float) = 32 _SurfaceType ("__surfacetype", Float) = 0 _BlendMode ("__blendmode", Float) = 0 [HideInInspector] _SrcBlend ("__src", Float) = 1 [HideInInspector] _DstBlend ("__dst", Float) = 0 [HideInInspector] _AlphaSrcBlend ("__alphaSrc", Float) = 1 [HideInInspector] _AlphaDstBlend ("__alphaDst", Float) = 0 [ToggleUI] [HideInInspector] _ZWrite ("__zw", Float) = 1 [ToggleUI] [HideInInspector] _TransparentZWrite ("_TransparentZWrite", Float) = 0 [HideInInspector] _CullMode ("__cullmode", Float) = 2 [HideInInspector] _CullModeForward ("__cullmodeForward", Float) = 2 [Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] _TransparentCullMode ("_TransparentCullMode", Float) = 2 [Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] _OpaqueCullMode ("_OpaqueCullMode", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4 [HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent ("Transparent ZTest", Float) = 4 [ToggleUI] _EnableFogOnTransparent ("Enable Fog", Float) = 1 [ToggleUI] _EnableBlendModePreserveSpecularLighting ("Enable Blend Mode Preserve Specular Lighting", Float) = 1 [ToggleUI] _DoubleSidedEnable ("Double sided enable", Float) = 0 [Enum(Flip, 0, Mirror, 1, None, 2)] _DoubleSidedNormalMode ("Double sided normal mode", Float) = 1 [HideInInspector] _DoubleSidedConstants ("_DoubleSidedConstants", Vector) = (1,1,-1,0) [Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase ("UV Set for base", Float) = 0 [Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMapping ("Mapping space", Float) = 0 _TexWorldScale ("Scale to apply on world coordinate", Float) = 1 [HideInInspector] _InvTilingScale ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _UVMappingMask ("_UVMappingMask", Vector) = (1,0,0,0) [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace ("NormalMap space", Float) = 0 [Enum(Subsurface Scattering, 0, Standard, 1, Anisotropy, 2, Iridescence, 3, Specular Color, 4, Translucent, 5)] _MaterialID ("MaterialId", Float) = 1 [ToggleUI] _TransmissionEnable ("_TransmissionEnable", Float) = 1 _DisplacementMode ("DisplacementMode", Float) = 0 [ToggleUI] _DisplacementLockObjectScale ("displacement lock object scale", Float) = 1 [ToggleUI] _DisplacementLockTilingScale ("displacement lock tiling scale", Float) = 1 [ToggleUI] _DepthOffsetEnable ("Depth Offset View space", Float) = 0 [ToggleUI] _EnableGeometricSpecularAA ("EnableGeometricSpecularAA", Float) = 0 _SpecularAAScreenSpaceVariance ("SpecularAAScreenSpaceVariance", Range(0, 1)) = 0.1 _SpecularAAThreshold ("SpecularAAThreshold", Range(0, 1)) = 0.2 _PPDMinSamples ("Min sample for POM", Range(1, 64)) = 5 _PPDMaxSamples ("Max sample for POM", Range(1, 64)) = 15 _PPDLodThreshold ("Start lod to fade out the POM effect", Range(0, 16)) = 5 _PPDPrimitiveLength ("Primitive length for POM", Float) = 1 _PPDPrimitiveWidth ("Primitive width for POM", Float) = 1 [HideInInspector] _InvPrimScale ("Inverse primitive scale for non-planar POM", Vector) = (1,1,0,0) [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail ("UV Set for detail", Float) = 0 [HideInInspector] _UVDetailsMappingMask ("_UVDetailsMappingMask", Vector) = (1,0,0,0) [ToggleUI] _LinkDetailsWithBase ("LinkDetailsWithBase", Float) = 1 [Enum(Use Emissive Color, 0, Use Emissive Mask, 1)] _EmissiveColorMode ("Emissive color mode", Float) = 1 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5, Same as Base, 6)] _UVEmissive ("UV Set for emissive", Float) = 0 [Enum(WorldSpace, 0, ObjectSpace, 1)] _ObjectSpaceUVMappingEmissive ("Mapping space", Float) = 0 _TexWorldScaleEmissive ("Scale to apply on world coordinate", Float) = 1 [HideInInspector] _UVMappingMaskEmissive ("_UVMappingMaskEmissive", Vector) = (1,0,0,0) _EmissionColor ("Color", Vector) = (1,1,1,1) [HideInInspector] _MainTex ("Albedo", 2D) = "white" {} [HideInInspector] _Color ("Color", Vector) = (1,1,1,1) [HideInInspector] _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 [ToggleUI] _SupportDecals ("Support Decals", Float) = 1 [ToggleUI] _ReceivesSSR ("Receives SSR", Float) = 1 [ToggleUI] _ReceivesSSRTransparent ("Receives SSR Transparent", Float) = 0 [ToggleUI] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0 [ToggleUI] _RayTracing ("Ray Tracing (Preview)", Float) = 0 [HideInInspector] _DiffusionProfile ("Obsolete, kept for migration purpose", Float) = 0 [HideInInspector] _DiffusionProfileAsset ("Diffusion Profile Asset", Vector) = (0,0,0,0) [HideInInspector] _DiffusionProfileHash ("Diffusion Profile Hash", Float) = 0 [HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {} } //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 } Fallback "Hidden/HDRP/FallbackError" //CustomEditor "Rendering.HighDefinition.LitGUI" }