Shader "EasyRoads3D/ER Road" { Properties { [HideInInspector] _AlphaCutoff ("Alpha Cutoff ", Range(0, 1)) = 0.5 [Space] [Header(Main Maps)] [Space] _MainTex ("Albedo", 2D) = "white" {} _Color ("Color", Vector) = (1,1,1,1) _Metallic ("Metallic (R) AO (G) Smoothness (A)", 2D) = "gray" {} _MainMetallicPower ("Metallic Power", Range(0, 2)) = 0 _MainSmoothnessPower ("Smoothness Power", Range(0, 2)) = 1 _OcclusionStrength ("Ambient Occlusion Power", Range(0, 2)) = 1 _BumpMap ("Normal Map", 2D) = "bump" {} _BumpScale ("Normal Map Scale", Range(0, 4)) = 1 [Space] [Header(Terrain Z Fighting Offset)] [Space] _OffsetFactor ("Offset Factor", Range(-10, 0)) = -1 _OffsetUnit ("Offset Unit", Range(-10, 0)) = -1 [HideInInspector] _texcoord ("", 2D) = "white" {} [HideInInspector] _RenderQueueType ("Render Queue Type", Float) = 5 [ToggleUI] [HideInInspector] _AddPrecomputedVelocity ("Add Precomputed Velocity", Float) = 1 [ToggleUI] [HideInInspector] _SupportDecals ("Support Decals", Float) = 1 [HideInInspector] _StencilRef ("Stencil Ref", Float) = 0 [HideInInspector] _StencilWriteMask ("Stencil Write Mask", Float) = 3 [HideInInspector] _StencilRefDepth ("Stencil Ref Depth", Float) = 0 [HideInInspector] _StencilWriteMaskDepth ("Stencil Write Mask Depth", Float) = 8 [HideInInspector] _StencilRefMV ("Stencil Ref MV", Float) = 32 [HideInInspector] _StencilWriteMaskMV ("Stencil Write Mask MV", Float) = 32 [HideInInspector] _StencilRefDistortionVec ("Stencil Ref Distortion Vec", Float) = 4 [HideInInspector] _StencilWriteMaskDistortionVec ("Stencil Write Mask Distortion Vec", Float) = 4 [HideInInspector] _StencilWriteMaskGBuffer ("Stencil Write Mask GBuffer", Float) = 3 [HideInInspector] _StencilRefGBuffer ("Stencil Ref GBuffer", Float) = 2 [HideInInspector] _ZTestGBuffer ("ZTest GBuffer", Float) = 4 [ToggleUI] [HideInInspector] _RequireSplitLighting ("Require Split Lighting", Float) = 0 [ToggleUI] [HideInInspector] _ReceivesSSR ("Receives SSR", Float) = 1 [ToggleUI] [HideInInspector] _ReceivesSSRTransparent ("Receives SSR Transparent", Float) = 0 [HideInInspector] _SurfaceType ("Surface Type", Float) = 1 [HideInInspector] _BlendMode ("Blend Mode", Float) = 0 [HideInInspector] _SrcBlend ("Src Blend", Float) = 1 [HideInInspector] _DstBlend ("Dst Blend", Float) = 0 [HideInInspector] _AlphaSrcBlend ("Alpha Src Blend", Float) = 1 [HideInInspector] _AlphaDstBlend ("Alpha Dst Blend", Float) = 0 [ToggleUI] [HideInInspector] _ZWrite ("ZWrite", Float) = 0 [ToggleUI] [HideInInspector] _TransparentZWrite ("Transparent ZWrite", Float) = 0 [HideInInspector] _CullMode ("Cull Mode", Float) = 2 [HideInInspector] _TransparentSortPriority ("Transparent Sort Priority", Float) = 0 [ToggleUI] [HideInInspector] _EnableFogOnTransparent ("Enable Fog", Float) = 1 [HideInInspector] _CullModeForward ("Cull Mode Forward", Float) = 2 [Enum(UnityEditor.Rendering.HighDefinition.TransparentCullMode)] [HideInInspector] _TransparentCullMode ("Transparent Cull Mode", Float) = 2 [HideInInspector] _ZTestDepthEqualForOpaque ("ZTest Depth Equal For Opaque", Float) = 4 [Enum(UnityEngine.Rendering.CompareFunction)] [HideInInspector] _ZTestTransparent ("ZTest Transparent", Float) = 4 [ToggleUI] [HideInInspector] _TransparentBackfaceEnable ("Transparent Backface Enable", Float) = 0 [ToggleUI] [HideInInspector] _AlphaCutoffEnable ("Alpha Cutoff Enable", Float) = 0 [ToggleUI] [HideInInspector] _UseShadowThreshold ("Use Shadow Threshold", Float) = 0 [ToggleUI] [HideInInspector] _DoubleSidedEnable ("Double Sided Enable", Float) = 0 [Enum(Flip, 0, Mirror, 1, None, 2)] [HideInInspector] _DoubleSidedNormalMode ("Double Sided Normal Mode", Float) = 2 [HideInInspector] _DoubleSidedConstants ("DoubleSidedConstants", Vector) = (1,1,-1,0) [ToggleUI] [HideInInspector] _TransparentWritingMotionVec ("Transparent Writing MotionVec", Float) = 0 [Enum(UnityEditor.Rendering.HighDefinition.OpaqueCullMode)] [HideInInspector] _OpaqueCullMode ("Opaque Cull Mode", Float) = 2 [ToggleUI] [HideInInspector] _EnableBlendModePreserveSpecularLighting ("Enable Blend Mode Preserve Specular Lighting", Float) = 1 [HideInInspector] _EmissionColor ("Color", Vector) = (1,1,1,1) [HideInInspector] [NoScaleOffset] unity_Lightmaps ("unity_Lightmaps", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_LightmapsInd ("unity_LightmapsInd", 2DArray) = "" {} [HideInInspector] [NoScaleOffset] unity_ShadowMasks ("unity_ShadowMasks", 2DArray) = "" {} [Enum(Auto, 0, On, 1, Off, 2)] [HideInInspector] _DoubleSidedGIMode ("Double sided GI mode", Float) = 0 [ToggleUI] [HideInInspector] _AlphaToMaskInspectorValue ("_AlphaToMaskInspectorValue", Float) = 0 [ToggleUI] [HideInInspector] _AlphaToMask ("__alphaToMask", Float) = 0 } //DummyShaderTextExporter SubShader{ Tags { "RenderType"="Opaque" } LOD 200 Pass { HLSLPROGRAM #pragma vertex vert #pragma fragment frag float4x4 unity_ObjectToWorld; float4x4 unity_MatrixVP; float4 _MainTex_ST; struct Vertex_Stage_Input { float4 pos : POSITION; float2 uv : TEXCOORD0; }; struct Vertex_Stage_Output { float2 uv : TEXCOORD0; float4 pos : SV_POSITION; }; Vertex_Stage_Output vert(Vertex_Stage_Input input) { Vertex_Stage_Output output; output.uv = (input.uv.xy * _MainTex_ST.xy) + _MainTex_ST.zw; output.pos = mul(unity_MatrixVP, mul(unity_ObjectToWorld, input.pos)); return output; } Texture2D _MainTex; SamplerState sampler_MainTex; float4 _Color; struct Fragment_Stage_Input { float2 uv : TEXCOORD0; }; float4 frag(Fragment_Stage_Input input) : SV_TARGET { return _MainTex.Sample(sampler_MainTex, input.uv.xy) * _Color; } ENDHLSL } } //CustomEditor "Rendering.HighDefinition.LitShaderGraphGUI" }