Shader "HDRP/LayeredLit" { Properties { _BaseColor0 ("BaseColor0", Vector) = (1,1,1,1) _BaseColor1 ("BaseColor1", Vector) = (1,1,1,1) _BaseColor2 ("BaseColor2", Vector) = (1,1,1,1) _BaseColor3 ("BaseColor3", Vector) = (1,1,1,1) _BaseColorMap0 ("BaseColorMap0", 2D) = "white" {} _BaseColorMap1 ("BaseColorMap1", 2D) = "white" {} _BaseColorMap2 ("BaseColorMap2", 2D) = "white" {} _BaseColorMap3 ("BaseColorMap3", 2D) = "white" {} [HideInInspector] _BaseColorMap0_MipInfo ("_BaseColorMap0_MipInfo", Vector) = (0,0,0,0) _Metallic0 ("Metallic0", Range(0, 1)) = 0 _Metallic1 ("Metallic1", Range(0, 1)) = 0 _Metallic2 ("Metallic2", Range(0, 1)) = 0 _Metallic3 ("Metallic3", Range(0, 1)) = 0 _MetallicRemapMin0 ("MetallicRemapMin0", Range(0, 1)) = 0 _MetallicRemapMin1 ("MetallicRemapMin1", Range(0, 1)) = 0 _MetallicRemapMin2 ("MetallicRemapMin2", Range(0, 1)) = 0 _MetallicRemapMin3 ("MetallicRemapMin3", Range(0, 1)) = 0 _MetallicRemapMax0 ("MetallicRemapMax0", Range(0, 1)) = 1 _MetallicRemapMax1 ("MetallicRemapMax1", Range(0, 1)) = 1 _MetallicRemapMax2 ("MetallicRemapMax2", Range(0, 1)) = 1 _MetallicRemapMax3 ("MetallicRemapMax3", Range(0, 1)) = 1 _Smoothness0 ("Smoothness0", Range(0, 1)) = 0.5 _Smoothness1 ("Smoothness1", Range(0, 1)) = 0.5 _Smoothness2 ("Smoothness2", Range(0, 1)) = 0.5 _Smoothness3 ("Smoothness3", Range(0, 1)) = 0.5 _SmoothnessRemapMin0 ("SmoothnessRemapMin0", Range(0, 1)) = 0 _SmoothnessRemapMin1 ("SmoothnessRemapMin1", Range(0, 1)) = 0 _SmoothnessRemapMin2 ("SmoothnessRemapMin2", Range(0, 1)) = 0 _SmoothnessRemapMin3 ("SmoothnessRemapMin3", Range(0, 1)) = 0 _SmoothnessRemapMax0 ("SmoothnessRemapMax0", Range(0, 1)) = 1 _SmoothnessRemapMax1 ("SmoothnessRemapMax1", Range(0, 1)) = 1 _SmoothnessRemapMax2 ("SmoothnessRemapMax2", Range(0, 1)) = 1 _SmoothnessRemapMax3 ("SmoothnessRemapMax3", Range(0, 1)) = 1 _AlphaRemapMin0 ("AlphaRemapMin0", Range(0, 1)) = 0 _AlphaRemapMin1 ("AlphaRemapMin1", Range(0, 1)) = 0 _AlphaRemapMin2 ("AlphaRemapMin2", Range(0, 1)) = 0 _AlphaRemapMin3 ("AlphaRemapMin3", Range(0, 1)) = 0 _AlphaRemapMax0 ("AlphaRemapMax0", Range(0, 1)) = 1 _AlphaRemapMax1 ("AlphaRemapMax1", Range(0, 1)) = 1 _AlphaRemapMax2 ("AlphaRemapMax2", Range(0, 1)) = 1 _AlphaRemapMax3 ("AlphaRemapMax3", Range(0, 1)) = 1 _AORemapMin0 ("AORemapMin0", Range(0, 1)) = 0 _AORemapMin1 ("AORemapMin1", Range(0, 1)) = 0 _AORemapMin2 ("AORemapMin2", Range(0, 1)) = 0 _AORemapMin3 ("AORemapMin3", Range(0, 1)) = 0 _AORemapMax0 ("AORemapMax0", Range(0, 1)) = 1 _AORemapMax1 ("AORemapMax1", Range(0, 1)) = 1 _AORemapMax2 ("AORemapMax2", Range(0, 1)) = 1 _AORemapMax3 ("AORemapMax3", Range(0, 1)) = 1 _MaskMap0 ("MaskMap0", 2D) = "white" {} _MaskMap1 ("MaskMap1", 2D) = "white" {} _MaskMap2 ("MaskMap2", 2D) = "white" {} _MaskMap3 ("MaskMap3", 2D) = "white" {} _NormalMap0 ("NormalMap0", 2D) = "bump" {} _NormalMap1 ("NormalMap1", 2D) = "bump" {} _NormalMap2 ("NormalMap2", 2D) = "bump" {} _NormalMap3 ("NormalMap3", 2D) = "bump" {} _NormalMapOS0 ("NormalMapOS0", 2D) = "white" {} _NormalMapOS1 ("NormalMapOS1", 2D) = "white" {} _NormalMapOS2 ("NormalMapOS2", 2D) = "white" {} _NormalMapOS3 ("NormalMapOS3", 2D) = "white" {} _NormalScale0 ("_NormalScale0", Range(0, 2)) = 1 _NormalScale1 ("_NormalScale1", Range(0, 2)) = 1 _NormalScale2 ("_NormalScale2", Range(0, 2)) = 1 _NormalScale3 ("_NormalScale3", Range(0, 2)) = 1 _BentNormalMap0 ("BentNormalMap0", 2D) = "bump" {} _BentNormalMap1 ("BentNormalMap1", 2D) = "bump" {} _BentNormalMap2 ("BentNormalMap2", 2D) = "bump" {} _BentNormalMap3 ("BentNormalMap3", 2D) = "bump" {} _BentNormalMapOS0 ("BentNormalMapOS0", 2D) = "white" {} _BentNormalMapOS1 ("BentNormalMapOS1", 2D) = "white" {} _BentNormalMapOS2 ("BentNormalMapOS2", 2D) = "white" {} _BentNormalMapOS3 ("BentNormalMapOS3", 2D) = "white" {} _HeightMap0 ("HeightMap0", 2D) = "black" {} _HeightMap1 ("HeightMap1", 2D) = "black" {} _HeightMap2 ("HeightMap2", 2D) = "black" {} _HeightMap3 ("HeightMap3", 2D) = "black" {} [HideInInspector] _HeightAmplitude0 ("Height Scale0", Float) = 0.02 [HideInInspector] _HeightAmplitude1 ("Height Scale1", Float) = 0.02 [HideInInspector] _HeightAmplitude2 ("Height Scale2", Float) = 0.02 [HideInInspector] _HeightAmplitude3 ("Height Scale3", Float) = 0.02 [HideInInspector] _HeightCenter0 ("Height Bias0", Range(0, 1)) = 0.5 [HideInInspector] _HeightCenter1 ("Height Bias1", Range(0, 1)) = 0.5 [HideInInspector] _HeightCenter2 ("Height Bias2", Range(0, 1)) = 0.5 [HideInInspector] _HeightCenter3 ("Height Bias3", Range(0, 1)) = 0.5 [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization0 ("Heightmap Parametrization0", Float) = 0 [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization1 ("Heightmap Parametrization1", Float) = 0 [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization2 ("Heightmap Parametrization2", Float) = 0 [Enum(MinMax, 0, Amplitude, 1)] _HeightMapParametrization3 ("Heightmap Parametrization3", Float) = 0 _HeightOffset0 ("Height Offset0", Float) = 0 _HeightOffset1 ("Height Offset1", Float) = 0 _HeightOffset2 ("Height Offset2", Float) = 0 _HeightOffset3 ("Height Offset3", Float) = 0 _HeightMin0 ("Height Min0", Float) = -1 _HeightMin1 ("Height Min1", Float) = -1 _HeightMin2 ("Height Min2", Float) = -1 _HeightMin3 ("Height Min3", Float) = -1 _HeightMax0 ("Height Max0", Float) = 1 _HeightMax1 ("Height Max1", Float) = 1 _HeightMax2 ("Height Max2", Float) = 1 _HeightMax3 ("Height Max3", Float) = 1 _HeightTessAmplitude0 ("Amplitude0", Float) = 2 _HeightTessAmplitude1 ("Amplitude1", Float) = 2 _HeightTessAmplitude2 ("Amplitude2", Float) = 2 _HeightTessAmplitude3 ("Amplitude3", Float) = 2 _HeightTessCenter0 ("Height Bias0", Range(0, 1)) = 0.5 _HeightTessCenter1 ("Height Bias1", Range(0, 1)) = 0.5 _HeightTessCenter2 ("Height Bias2", Range(0, 1)) = 0.5 _HeightTessCenter3 ("Height Bias3", Range(0, 1)) = 0.5 _HeightPoMAmplitude0 ("Height Amplitude0", Float) = 2 _HeightPoMAmplitude1 ("Height Amplitude1", Float) = 2 _HeightPoMAmplitude2 ("Height Amplitude2", Float) = 2 _HeightPoMAmplitude3 ("Height Amplitude3", Float) = 2 _DetailMap0 ("DetailMap0", 2D) = "linearGrey" {} _DetailMap1 ("DetailMap1", 2D) = "linearGrey" {} _DetailMap2 ("DetailMap2", 2D) = "linearGrey" {} _DetailMap3 ("DetailMap3", 2D) = "linearGrey" {} _DetailAlbedoScale0 ("_DetailAlbedoScale0", Range(0, 2)) = 1 _DetailAlbedoScale1 ("_DetailAlbedoScale1", Range(0, 2)) = 1 _DetailAlbedoScale2 ("_DetailAlbedoScale2", Range(0, 2)) = 1 _DetailAlbedoScale3 ("_DetailAlbedoScale3", Range(0, 2)) = 1 _DetailNormalScale0 ("_DetailNormalScale0", Range(0, 2)) = 1 _DetailNormalScale1 ("_DetailNormalScale1", Range(0, 2)) = 1 _DetailNormalScale2 ("_DetailNormalScale2", Range(0, 2)) = 1 _DetailNormalScale3 ("_DetailNormalScale3", Range(0, 2)) = 1 _DetailSmoothnessScale0 ("_DetailSmoothnessScale0", Range(0, 2)) = 1 _DetailSmoothnessScale1 ("_DetailSmoothnessScale1", Range(0, 2)) = 1 _DetailSmoothnessScale2 ("_DetailSmoothnessScale2", Range(0, 2)) = 1 _DetailSmoothnessScale3 ("_DetailSmoothnessScale3", Range(0, 2)) = 1 [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace0 ("NormalMap space", Float) = 0 [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace1 ("NormalMap space", Float) = 0 [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace2 ("NormalMap space", Float) = 0 [Enum(TangentSpace, 0, ObjectSpace, 1)] _NormalMapSpace3 ("NormalMap space", Float) = 0 _DiffusionProfile0 ("Obsolete, kept for migration purpose", Float) = 0 _DiffusionProfile1 ("Obsolete, kept for migration purpose", Float) = 0 _DiffusionProfile2 ("Obsolete, kept for migration purpose", Float) = 0 _DiffusionProfile3 ("Obsolete, kept for migration purpose", Float) = 0 [HideInInspector] _DiffusionProfileAsset0 ("Diffusion Profile Asset0", Vector) = (0,0,0,0) [HideInInspector] _DiffusionProfileHash0 ("Diffusion Profile Hash0", Float) = 0 [HideInInspector] _DiffusionProfileAsset1 ("Diffusion Profile Asset1", Vector) = (0,0,0,0) [HideInInspector] _DiffusionProfileHash1 ("Diffusion Profile Hash1", Float) = 0 [HideInInspector] _DiffusionProfileAsset2 ("Diffusion Profile Asset2", Vector) = (0,0,0,0) [HideInInspector] _DiffusionProfileHash2 ("Diffusion Profile Hash2", Float) = 0 [HideInInspector] _DiffusionProfileAsset3 ("Diffusion Profile Asset3", Vector) = (0,0,0,0) [HideInInspector] _DiffusionProfileHash3 ("Diffusion Profile Hash3", Float) = 0 _SubsurfaceMask0 ("Subsurface Mask0", Range(0, 1)) = 1 _SubsurfaceMask1 ("Subsurface Mask1", Range(0, 1)) = 1 _SubsurfaceMask2 ("Subsurface Mask2", Range(0, 1)) = 1 _SubsurfaceMask3 ("Subsurface Mask3", Range(0, 1)) = 1 _SubsurfaceMaskMap0 ("Subsurface Mask Map0", 2D) = "white" {} _SubsurfaceMaskMap1 ("Subsurface Mask Map1", 2D) = "white" {} _SubsurfaceMaskMap2 ("Subsurface Mask Map2", 2D) = "white" {} _SubsurfaceMaskMap3 ("Subsurface Mask Map3", 2D) = "white" {} _TransmissionMask0 ("Transmission Mask0", Range(0, 1)) = 1 _TransmissionMask1 ("Transmission Mask1", Range(0, 1)) = 1 _TransmissionMask2 ("Transmission Mask2", Range(0, 1)) = 1 _TransmissionMask3 ("Transmission Mask3", Range(0, 1)) = 1 _TransmissionMaskMap0 ("Transmission Mask Map0", 2D) = "white" {} _TransmissionMaskMap1 ("Transmission Mask Map1", 2D) = "white" {} _TransmissionMaskMap2 ("Transmission Mask Map2", 2D) = "white" {} _TransmissionMaskMap3 ("Transmission Mask Map3", 2D) = "white" {} _Thickness0 ("Thickness", Float) = 1 _Thickness1 ("Thickness", Float) = 1 _Thickness2 ("Thickness", Float) = 1 _Thickness3 ("Thickness", Float) = 1 _ThicknessMap0 ("Thickness Map", 2D) = "white" {} _ThicknessMap1 ("Thickness Map", 2D) = "white" {} _ThicknessMap2 ("Thickness Map", 2D) = "white" {} _ThicknessMap3 ("Thickness Map", 2D) = "white" {} _ThicknessRemap0 ("Thickness Remap", Vector) = (0,1,0,0) _ThicknessRemap1 ("Thickness Remap", Vector) = (0,1,0,0) _ThicknessRemap2 ("Thickness Remap", Vector) = (0,1,0,0) _ThicknessRemap3 ("Thickness Remap", Vector) = (0,1,0,0) _LayerMaskMap ("LayerMaskMap", 2D) = "white" {} _LayerInfluenceMaskMap ("LayerInfluenceMaskMap", 2D) = "white" {} [ToggleUI] _UseHeightBasedBlend ("UseHeightBasedBlend", Float) = 0 _HeightTransition ("Height Transition", Range(0, 1)) = 0 [ToggleUI] _UseDensityMode ("Use Density mode", Float) = 0 [ToggleUI] _UseMainLayerInfluence ("UseMainLayerInfluence", Float) = 0 _InheritBaseNormal1 ("_InheritBaseNormal1", Range(0, 1)) = 0 _InheritBaseNormal2 ("_InheritBaseNormal2", Range(0, 1)) = 0 _InheritBaseNormal3 ("_InheritBaseNormal3", Range(0, 1)) = 0 _InheritBaseHeight1 ("_InheritBaseHeight1", Range(0, 1)) = 0 _InheritBaseHeight2 ("_InheritBaseHeight2", Range(0, 1)) = 0 _InheritBaseHeight3 ("_InheritBaseHeight3", Range(0, 1)) = 0 _InheritBaseColor1 ("_InheritBaseColor1", Range(0, 1)) = 0 _InheritBaseColor2 ("_InheritBaseColor2", Range(0, 1)) = 0 _InheritBaseColor3 ("_InheritBaseColor3", Range(0, 1)) = 0 [ToggleUI] _OpacityAsDensity0 ("_OpacityAsDensity0", Float) = 0 [ToggleUI] _OpacityAsDensity1 ("_OpacityAsDensity1", Float) = 0 [ToggleUI] _OpacityAsDensity2 ("_OpacityAsDensity2", Float) = 0 [ToggleUI] _OpacityAsDensity3 ("_OpacityAsDensity3", Float) = 0 [HideInInspector] _LayerCount ("_LayerCount", Float) = 2 [Enum(None, 0, Multiply, 1, AddSubstract, 2)] _VertexColorMode ("Vertex color mode", Float) = 0 [ToggleUI] _ObjectScaleAffectTile ("_ObjectScaleAffectTile", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBlendMask ("UV Set for blendMask", Float) = 0 [HideInInspector] _UVMappingMaskBlendMask ("_UVMappingMaskBlendMask", Vector) = (1,0,0,0) _TexWorldScaleBlendMask ("Tiling", Float) = 1 [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] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0 _AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 _TransparentSortPriority ("_TransparentSortPriority", 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 [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(Subsurface Scattering, 0, Standard, 1, 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(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 Main layer, 6)] _UVEmissive ("UV Set for emissive", 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) _TexWorldScale0 ("Tiling", Float) = 1 _TexWorldScale1 ("Tiling", Float) = 1 _TexWorldScale2 ("Tiling", Float) = 1 _TexWorldScale3 ("Tiling", Float) = 1 [HideInInspector] _InvTilingScale0 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _InvTilingScale1 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _InvTilingScale2 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [HideInInspector] _InvTilingScale3 ("Inverse tiling scale = 2 / (abs(_BaseColorMap_ST.x) + abs(_BaseColorMap_ST.y))", Float) = 1 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase0 ("UV Set for base0", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase1 ("UV Set for base1", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase2 ("UV Set for base2", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3, Planar, 4, Triplanar, 5)] _UVBase3 ("UV Set for base3", Float) = 0 [HideInInspector] _UVMappingMask0 ("_UVMappingMask0", Vector) = (1,0,0,0) [HideInInspector] _UVMappingMask1 ("_UVMappingMask1", Vector) = (1,0,0,0) [HideInInspector] _UVMappingMask2 ("_UVMappingMask2", Vector) = (1,0,0,0) [HideInInspector] _UVMappingMask3 ("_UVMappingMask3", Vector) = (1,0,0,0) [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail0 ("UV Set for detail0", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail1 ("UV Set for detail1", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail2 ("UV Set for detail2", Float) = 0 [Enum(UV0, 0, UV1, 1, UV2, 2, UV3, 3)] _UVDetail3 ("UV Set for detail3", Float) = 0 [HideInInspector] _UVDetailsMappingMask0 ("_UVDetailsMappingMask0", Vector) = (1,0,0,0) [HideInInspector] _UVDetailsMappingMask1 ("_UVDetailsMappingMask1", Vector) = (1,0,0,0) [HideInInspector] _UVDetailsMappingMask2 ("_UVDetailsMappingMask2", Vector) = (1,0,0,0) [HideInInspector] _UVDetailsMappingMask3 ("_UVDetailsMappingMask3", Vector) = (1,0,0,0) [ToggleUI] _LinkDetailsWithBase0 ("LinkDetailsWithBase0", Float) = 1 [ToggleUI] _LinkDetailsWithBase1 ("LinkDetailsWithBase1", Float) = 1 [ToggleUI] _LinkDetailsWithBase2 ("LinkDetailsWithBase2", Float) = 1 [ToggleUI] _LinkDetailsWithBase3 ("LinkDetailsWithBase3", Float) = 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] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0 [ToggleUI] _RayTracing ("Ray Tracing (Preview)", 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 "UnityEditor.Rendering.HighDefinition.LayeredLitGUI" }