Shader "Shader Graphs/WaterShaderHDRP" { Properties { Color_c9a840f2115c4802ba54d713194f761d ("Deep color", Vector) = (0.03921569,0.09803922,0.2745098,0.7058824) Color_6a9a916e2c84442984edc20c082efe79 ("Shallow Color", Vector) = (0.03921569,0.5490196,0.5490196,0.1960784) Vector1_6f56a0970372485390c6587863c2374e ("Depth", Float) = -3.5 Vector1_07c93c7e34df4237b5dd57255d7f857a ("Strenght", Range(0, 2)) = 0.2 Vector1_c0da6a80189144e5a45df6c62b281d57 ("Smoothness", Range(0, 1)) = 0.95 Vector1_3849afd7c2eb484893a68ec694cc75b3 ("Displacement", Float) = 0.2 Vector1_d70d07d7ef17405a961168abe8e24a3a ("Gradient speed", Float) = 20 [NoScaleOffset] Texture2D_75234e64d8d74583bd442975e49b1b99 ("Main Normal", 2D) = "white" {} [NoScaleOffset] Texture2D_f5cde98bb612489cb401448024b3d077 ("Second Normal", 2D) = "white" {} Vector1_7ab1e13367ff4c17b0a4403edd3d9450 ("Normal Strenght", Range(0, 1)) = 0.05 Vector2_130994fa54a3486dacf33287c0070f7f ("Normal Tiling", Vector) = (10,10,0,0) [NoScaleOffset] _SampleTexture2D_4fd25418ab6e4e488156f3ffbca64261_Texture_1_Texture2D ("Texture2D", 2D) = "white" {} [HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1) [HideInInspector] _RenderQueueType ("Float", Float) = 1 [ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _DepthOffsetEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _ConservativeDepthOffsetEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Boolean", Float) = 0 [HideInInspector] _TransparentSortPriority ("_TransparentSortPriority", Float) = 0 [ToggleUI] [HideInInspector] _UseShadowThreshold ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _DoubleSidedEnable ("Boolean", Float) = 0 [Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Float", Float) = 2 [HideInInspector] _DoubleSidedConstants ("Vector4", Vector) = (1,1,-1,0) [Enum(Auto, 0, On, 1, Off, 2)] [HideInInspector] _DoubleSidedGIMode ("Float", Float) = 0 [ToggleUI] [HideInInspector] _TransparentDepthPrepassEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _TransparentDepthPostpassEnable ("Boolean", Float) = 0 [HideInInspector] _SurfaceType ("Float", Float) = 0 [HideInInspector] _BlendMode ("Float", Float) = 0 [HideInInspector] _SrcBlend ("Float", Float) = 1 [HideInInspector] _DstBlend ("Float", Float) = 0 [HideInInspector] _AlphaSrcBlend ("Float", Float) = 1 [HideInInspector] _AlphaDstBlend ("Float", Float) = 0 [ToggleUI] [HideInInspector] _ZWrite ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _TransparentZWrite ("Boolean", Float) = 0 [HideInInspector] _CullMode ("Float", Float) = 2 [ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Boolean", Float) = 1 [HideInInspector] _CullModeForward ("Float", Float) = 2 [Enum(Front, 1, Back, 2)] [HideInInspector] _TransparentCullMode ("Float", Float) = 2 [Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] [HideInInspector] _OpaqueCullMode ("Float", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque ("Float", Float) = 3 [Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("Float", Float) = 4 [ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _RequireSplitLighting ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _ReceivesSSR ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Boolean", Float) = 0 [ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Boolean", Float) = 1 [ToggleUI] [HideInInspector] _SupportDecals ("Boolean", Float) = 1 [HideInInspector] _StencilRef ("Float", Float) = 0 [HideInInspector] _StencilWriteMask ("Float", Float) = 6 [HideInInspector] _StencilRefDepth ("Float", Float) = 8 [HideInInspector] _StencilWriteMaskDepth ("Float", Float) = 9 [HideInInspector] _StencilRefMV ("Float", Float) = 40 [HideInInspector] _StencilWriteMaskMV ("Float", Float) = 41 [HideInInspector] _StencilRefDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskDistortionVec ("Float", Float) = 4 [HideInInspector] _StencilWriteMaskGBuffer ("Float", Float) = 15 [HideInInspector] _StencilRefGBuffer ("Float", Float) = 10 [HideInInspector] _ZTestGBuffer ("Float", Float) = 4 [ToggleUI] [HideInInspector] _RayTracing ("Boolean", Float) = 0 [Enum(None, 0, Planar, 1, Sphere, 2, Thin, 3)] [HideInInspector] _RefractionModel ("Float", 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 struct Input { float2 uv_MainTex; }; void surf(Input IN, inout SurfaceOutputStandard o) { o.Albedo = 1; } ENDCG } Fallback "Hidden/Shader Graph/FallbackError" //CustomEditor "UnityEditor.ShaderGraph.GenericShaderGraphMaterialGUI" }