Shader "HDRP/Unlit" { Properties { _UnlitColor ("Color", Vector) = (1,1,1,1) _UnlitColorMap ("ColorMap", 2D) = "white" {} [HideInInspector] _AlphaRemapMin ("AlphaRemapMin", Float) = 0 [HideInInspector] _AlphaRemapMax ("AlphaRemapMax", Float) = 1 [HDR] _EmissiveColor ("EmissiveColor", Vector) = (0,0,0,1) _EmissiveColorMap ("EmissiveColorMap", 2D) = "white" {} [HideInInspector] _EmissiveColorLDR ("EmissiveColor LDR", Vector) = (0,0,0,1) [ToggleUI] _AlbedoAffectEmissive ("Albedo Affect Emissive", Float) = 0 [HideInInspector] _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 _DistortionVectorMap ("DistortionVectorMap", 2D) = "black" {} [ToggleUI] _DistortionEnable ("Enable Distortion", Float) = 0 [ToggleUI] _DistortionOnly ("Distortion Only", Float) = 0 [ToggleUI] _DistortionDepthTest ("Distortion Depth Test Enable", Float) = 1 [Enum(Add, 0, Multiply, 1, Replace, 2)] _DistortionBlendMode ("Distortion Blend Mode", Float) = 0 [HideInInspector] _DistortionSrcBlend ("Distortion Blend Src", Float) = 0 [HideInInspector] _DistortionDstBlend ("Distortion Blend Dst", Float) = 0 [HideInInspector] _DistortionBlurSrcBlend ("Distortion Blur Blend Src", Float) = 0 [HideInInspector] _DistortionBlurDstBlend ("Distortion Blur Blend Dst", Float) = 0 [HideInInspector] _DistortionBlurBlendMode ("Distortion Blur Blend Mode", Float) = 0 _DistortionScale ("Distortion Scale", Float) = 1 _DistortionVectorScale ("Distortion Vector Scale", Float) = 2 _DistortionVectorBias ("Distortion Vector Bias", Float) = -1 _DistortionBlurScale ("Distortion Blur Scale", Float) = 1 _DistortionBlurRemapMin ("DistortionBlurRemapMin", Float) = 0 _DistortionBlurRemapMax ("DistortionBlurRemapMax", Float) = 1 [ToggleUI] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0 _AlphaCutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 _TransparentSortPriority ("_TransparentSortPriority", Float) = 0 _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] _ZTestModeDistortion ("_ZTestModeDistortion", Float) = 8 [Enum(UnityEngine.Rendering.CompareFunction)] _ZTestTransparent ("Transparent ZTest", Float) = 4 [HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4 [ToggleUI] _EnableFogOnTransparent ("Enable Fog", Float) = 0 [ToggleUI] _DoubleSidedEnable ("Double sided enable", Float) = 0 [Enum(Auto, 0, On, 1, Off, 2)] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0 [HideInInspector] _StencilRef ("_StencilRef", Float) = 0 [HideInInspector] _StencilWriteMask ("_StencilWriteMask", Float) = 3 [HideInInspector] _StencilRefDepth ("_StencilRefDepth", Float) = 0 [HideInInspector] _StencilWriteMaskDepth ("_StencilWriteMaskDepth", Float) = 8 [HideInInspector] _StencilRefMV ("_StencilRefMV", Float) = 32 [HideInInspector] _StencilWriteMaskMV ("_StencilWriteMaskMV", Float) = 32 [ToggleUI] _AddPrecomputedVelocity ("AddPrecomputedVelocity", Float) = 0 [HideInInspector] _StencilRefDistortionVec ("_StencilRefDistortionVec", Float) = 2 [HideInInspector] _StencilWriteMaskDistortionVec ("_StencilWriteMaskDistortionVec", Float) = 2 _EmissionColor ("Color", Vector) = (1,1,1,1) [HideInInspector] _IncludeIndirectLighting ("_IncludeIndirectLighting", Float) = 1 [HideInInspector] _MainTex ("Albedo", 2D) = "white" {} [HideInInspector] _Color ("Color", Vector) = (1,1,1,1) [HideInInspector] _Cutoff ("Alpha Cutoff", Range(0, 1)) = 0.5 [HideInInspector] _UnlitColorMap_MipInfo ("_UnlitColorMap_MipInfo", Vector) = (0,0,0,0) } //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.UnlitGUI" }