Shader "HDRP/Decal" { Properties { _BaseColor ("_BaseColor", Vector) = (1,1,1,1) _BaseColorMap ("BaseColorMap", 2D) = "white" {} _NormalMap ("NormalMap", 2D) = "bump" {} _MaskMap ("MaskMap", 2D) = "white" {} _DecalBlend ("_DecalBlend", Range(0, 1)) = 0.5 _NormalBlendSrc ("_NormalBlendSrc", Float) = 0 _MaskBlendSrc ("_MaskBlendSrc", Float) = 1 [Enum(Depth Bias, 0, View Bias, 1)] _DecalMeshBiasType ("_DecalMeshBiasType", Float) = 0 _DecalMeshDepthBias ("_DecalMeshDepthBias", Float) = 0 _DecalMeshViewBias ("_DecalMeshViewBias", Float) = 0 _DrawOrder ("_DrawOrder", Float) = 0 [HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1) [HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1) [HideInInspector] [HDR] _EmissiveColorHDR ("EmissiveColor HDR", Vector) = (0,0,0,1) _EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {} _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 _MetallicRemapMin ("_MetallicRemapMin", Range(0, 1)) = 0 _MetallicRemapMax ("_MetallicRemapMax", Range(0, 1)) = 1 _SmoothnessRemapMin ("SmoothnessRemapMin", Float) = 0 _SmoothnessRemapMax ("SmoothnessRemapMax", Float) = 1 _AORemapMin ("AORemapMin", Float) = 0 _AORemapMax ("AORemapMax", Float) = 1 _DecalMaskMapBlueScale ("_DecalMaskMapBlueScale", Range(0, 1)) = 1 _Smoothness ("_Smoothness", Range(0, 1)) = 0.5 _Metallic ("_Metallic", Range(0, 1)) = 0 _AO ("_AO", Range(0, 1)) = 1 [ToggleUI] _AffectAlbedo ("Boolean", Float) = 1 [ToggleUI] _AffectNormal ("Boolean", Float) = 1 [ToggleUI] _AffectAO ("Boolean", Float) = 0 [ToggleUI] _AffectMetal ("Boolean", Float) = 1 [ToggleUI] _AffectSmoothness ("Boolean", Float) = 1 [ToggleUI] _AffectEmission ("Boolean", Float) = 0 [HideInInspector] _DecalStencilRef ("_DecalStencilRef", Float) = 16 [HideInInspector] _DecalStencilWriteMask ("_DecalStencilWriteMask", Float) = 16 [HideInInspector] _DecalColorMask0 ("_DecalColorMask0", Float) = 0 [HideInInspector] _DecalColorMask1 ("_DecalColorMask1", Float) = 0 [HideInInspector] _DecalColorMask2 ("_DecalColorMask2", Float) = 0 [HideInInspector] _DecalColorMask3 ("_DecalColorMask3", Float) = 0 [HideInInspector] _Unity_Identify_HDRP_Decal ("_Unity_Identify_HDRP_Decal", Float) = 1 } //DummyShaderTextExporter SubShader{ Tags { "RenderType" = "Opaque" } LOD 200 CGPROGRAM #pragma surface surf Standard #pragma target 3.0 struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = 1; } ENDCG } Fallback "Hidden/HDRP/FallbackError" //CustomEditor "Rendering.HighDefinition.DecalUI" }