Shader "Hidden/HDRP/TerrainLit_Basemap" { Properties { [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] _ZWrite ("__zw", Float) = 1 [HideInInspector] _CullMode ("__cullmode", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque ("_ZTestDepthEqualForOpaque", Float) = 4 [HideInInspector] _ZTestGBuffer ("_ZTestGBuffer", Float) = 4 [HideInInspector] _TerrainHolesTexture ("Holes Map (RGB)", 2D) = "white" {} _EmissionColor ("Color", Vector) = (1,1,1,1) _MetallicTex ("Metallic (R)", 2D) = "white" {} _MainTex ("Albedo", 2D) = "white" {} _Color ("Color", Vector) = (1,1,1,1) [ToggleUI] _SupportDecals ("Support Decals", Float) = 1 [ToggleUI] _ReceivesSSR ("Receives SSR", Float) = 1 } //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 } }